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61.
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Bevy and WebGPU
(bevyengine.org)
93 points
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3y ago
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40 comments
62.
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4y ago
Follow up reply: I misinterpreted your question. I thought you were saying "(How) can you post this on HN when you are still unstable". But on a re-read it sounds like you just wanted me to post on HN when we have stability guaran
63.
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4y ago
I originally got interested in middle school because I liked videogames, technology, and art. In middle school I played with game maker and a cool piece of mmo tech called RealmCrafter. That eventually snowballed into a programming obsessio
64.
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4y ago
We've already gotten it working! https://github.com/bevyengine/bevy/pull/5027 The only reason we haven't merged it yet is we need to sort out a high level "app api" thing: WebGPU requires
65.
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4y ago
Bevy ECS has a good chunk of `unsafe` as we're doing granular parallel data access that the Rust compiler cannot reason about. Anything related to low-level system api bindings (Vulkan, audio, etc) is inherently unsafe. But basically a
66.
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by
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4y ago
We handle this class of problem in a few different ways: 1. We build on top of cross platform abstractions with feature detection (wgpu is our cross platform low level graphics library, cpal is that for audio, etc). We build our features in
67.
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4y ago
Cheeky answer: I sure can! And people like it! Real answer: Bevy is already very featureful, but we have a long way to go before we can start making "stable api guarantees". Locking things down right now would prevent us from achi
68.
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4y ago
I've been talking with someone that got Rust working / rendering shaders on Playstation. In the past people have been able to target Switch in Rust and I suspect Xbox is pretty approachable with UWP. I have a lot of hope :) (not _
69.
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by
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4y ago
I think we're about 2 years away. Some areas that need work: a visual Bevy Editor (not built yet but we're shifting focus to it this release cycle), audio (we have it but users need finer control), animation (more composition tool
70.
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by
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4y ago
Creator and lead developer of Bevy here. Feel free to ask me anything!
71.
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Bevy 0.10: data oriented game engine built in Rust
(bevyengine.org)
146 points
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4y ago
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91 comments
72.
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by
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4y ago
Slight correction needed caused by the aforementioned copy/paste: Bevy was released a little over two years ago, not the one and a half stated above. Sorry for the confusion! I'll have to update my elevator pitch text :)
73.
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4y ago
Server side rendering is interesting because Bevy uses GPU apis for rendering, and finding servers with GPUs is harder. But we do support "headless" rendering to images without a window, and there are CPU-only shims that implement
74.
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4y ago
This is already possible if you control the mesh UVs and/or the shader (both in 2D and 3D). In Bevy 0.9, in 2D sprites can now define the bounds of the texture they want to display.
75.
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4y ago
Some broad strokes on hot topics: Raytracing: Exciting, useful, pretty. We need to support it asap. A pull request was recently opened to add initial support to Bevy's low level gpu abstraction (wgpu), so I'm excited! Nanite-styl
76.
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4y ago
It is a pretty broad term, but it generally implies some combination of cache-friendly design and composable (sometimes component-driven) behaviors. ECS intersects with it, but "data oriented" is a much broader category.
77.
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by
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4y ago
I've summarized a lot of my thoughts in this blog post: https://bevyengine.org/news/bevys-first-birthday/#things-i-m... But in short (slight copy-paste of my generic Bevy pitch): The Developer's Engine:
78.
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4y ago
Yup! Bevy ECS is a fully standalone Rust ECS library.
79.
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4y ago
Ooh this one is an easy question. No it doesn't.
80.
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by
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4y ago
Creator and lead developer of Bevy here. Feel free to ask me anything!
81.
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Bevy 0.9: data oriented game engine built in Rust
(bevyengine.org)
176 points
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4y ago
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49 comments
82.
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Bevy's Second Birthday
(bevyengine.org)
4 points
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4y ago
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0 comments
83.
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4y ago
This Javascript / TypeScript implementation is still doing table + sparse set iteration, so I suspect cache locality is still reasonable. But you'd want to test to be sure. https://github.com/jakobhellermann/b
84.
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4y ago
It is something we've been building toward for awhile. We've been focused on core systems like the renderer and ecs for awhile now, but we're finally at the point where we can start moving up the stack. We will be focusing on
85.
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4y ago
Bevy Community-Made Learning Materials: https://bevyengine.org/assets/#learning Some Youtube Content: https://www.youtube.com/playlist?list=PL6uRoaCCw7GN_lJxpKS3j... https://www.youtube.com&
86.
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by
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4y ago
Lead Bevy developer (and creator) here. Ask me anything!
87.
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Bevy 0.8: data oriented game engine built in Rust
(bevyengine.org)
97 points
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4y ago
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18 comments
88.
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by
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4y ago
I'd like to call out that Alice's doc-leadership is a "new" thing and we're already seeing a lot of progress on the new Bevy Book, our API docs, and our examples. I've noticed a huge uptick in community documen
89.
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4y ago
Haha that was definitely a miss. We normally do include that section at the end. From a high level, breaking ground on the Bevy editor is my priority. But getting there still requires some intermediate steps (finalizing UI, scenes, and asse
90.
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by
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4y ago
As a disclaimer: Bevy is still very new, our apis are still in flux and incomplete, and we actually recommend that people don't use Bevy for "serious projects" yet in our official docs. Don't expect to see Elden Ring equ
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