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18 ms
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91.
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by
_cart
4y ago
I'd consider doing that once I feel like I've actually "solved" this problem. Adjusting to this scale of community development has been a slow and sometimes painful process. I started with a "benevolent dictator for
92.
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by
_cart
4y ago
We haven't (yet) prioritized an official physics plugin for Bevy, but the Rapier physics engine has their own official Bevy plugin, which is the de-facto standard at this point. It supports opt-in determinism, which should be great for
93.
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by
_cart
4y ago
Lead Bevy developer (and creator) here. Ask me anything!
94.
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Bevy 0.7: data oriented game engine built in Rust
(bevyengine.org)
199 points
by
_cart
4y ago
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63 comments
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Bevy Jam #1: the first official Bevy Engine game jam
(itch.io)
4 points
by
_cart
5y ago
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0 comments
96.
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by
_cart
5y ago
Pipelining allows rendering and app logic to run in parallel. You can adapt to changes from the network when the app logic runs, so in that sense, it seems like a good fit. And you can use bevy_tasks to spawn background tasks (and spawn tas
97.
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by
_cart
5y ago
Things have started to stabilize, but unless you're willing to get your hands dirty and deal with regular breaking changes, I don't yet recommend staking your livelihood on it. That being said, by the end of the year I think we wi
98.
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by
_cart
5y ago
Yup shadows are notoriously difficult to make pretty in all situations. Fortunately we do have a number of "shadow quality" improvements in progress: https://bevyengine.org/news/bevy-0-6/#more-renderer-fe
99.
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by
_cart
5y ago
We support low-end devices well (although this is a constant balancing act)! Bevy runs well on iOS currently (and we have WIP Android support ... we're working on re-enabling that asap). Fans spinning is a known issue, but it is genera
100.
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by
_cart
5y ago
The aliasing you're seeing is "texture aliasing" from a lack of mipmaps. We have an implementation in the works, it just didn't make it into this release. This is a straightforward and well understood problem. Thankfully
101.
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by
_cart
5y ago
The input examples and the GLTF loading example are good places to start. https://github.com/bevyengine/bevy/tree/main/examples/input https://github.com/bevyengine/bevy/blo
102.
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by
_cart
5y ago
Going forward, we will be doing a curated This Month In Bevy newsletter. We've had templates in draft mode for awhile, but getting 0.6 out the door has taken precedence. I'd like to release our first newsletter this month!
103.
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by
_cart
5y ago
It can, but with care you can largely resolve this. And you can always disable pipelining if the performance benefits aren't worth it to you. Unity has a great article on this topic here: https://blog.unity.com/technolo
104.
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by
_cart
5y ago
Lead Bevy developer here: feel free to ask me anything!
105.
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by
_cart
5y ago
I agree with this. To anyone reading: please don't write off rg3d due to the behavior of a single person. rg3d is a super solid engine, they are ahead of us in a number of areas, and mrDIMAS (rg3d's lead) has never been anything b
106.
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by
_cart
5y ago
I see that you (uncharitably) ignored the 5 huge bevy releases that occurred this year and the features they contained. I wont bother listing them here because the "last year of bevy" post above does it better. Also feel free to c
107.
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by
_cart
5y ago
I would assert that we have made huge progress this year. Just check out what we've accomplished: https://bevyengine.org/news/bevys-first-birthday/ . But adam already knows this, given that they've advert
108.
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by
_cart
5y ago
We will need to restrict access to console backends to comply with console developer contracts. We would only be able to give our code to other people who have been approved to look at the "proprietary console code". That being sa
109.
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by
_cart
5y ago
Adding new "backends" to an abstraction always includes the risk of not being compatible with the current abstraction and requiring re-architectures. This would be true with our own abstractions as well. I agree that two separate
110.
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by
_cart
5y ago
Snarky answer first: my experience tells me that I won't regret this decision :) Real answer: You can use this argument to justify abstracting out literally anything. Clearly we shouldn't abstract everything and the details of eac
111.
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by
_cart
5y ago
Yup wgpu has a WebGPU backend, but it also has first-class native backends for Vulkan, Metal, DX12, and OpenGL ES (with upcoming support for DX11 and WebGL). It is designed to be a cross platform graphics API. It isn't "web based&
112.
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by
_cart
5y ago
As Bevy Engine's lead developer (which uses wgpu), this release excites me for a number of reasons: * A smaller (and less abstracted) codebase means that we can more easily extend wgpu with the features we need now and in the future. (
113.
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by
_cart
5y ago
Sadly we don't yet have top tier compile time tests like rust does ( https://perf.rust-lang.org/ ). We have a history of CI durations over time, but this is a rough metric given that we both optimize our CI constantly an
114.
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by
_cart
5y ago
Iterative compile times are definitely a constant consideration for us. Some various thoughts on this topic: * For faster iteration on game logic, you can compile app logic in debug mode and the engine in release mode. App logic is rarely t
115.
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by
_cart
5y ago
This is definitely something I believe in wholeheartedly. Game development is an important part of my life and I will be dogfooding Bevy for my own projects, as well as building official "template projects" for various game genres
116.
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by
_cart
5y ago
Bevy's creator / lead developer here. Feel free to ask me anything!
117.
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Bevy's First Birthday: a year of open source Rust game engine development
(bevyengine.org)
82 points
by
_cart
5y ago
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13 comments
118.
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by
_cart
6y ago
I personally consider us to be "both" (and we've ping-ponged back and forth on the right term to use in our taglines). Our app model is "data driven" in that we encourage users to drive logic off of raw data wheneve
119.
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by
_cart
6y ago
We ended up cutting some of the technical ECS details from the blog post to make it more easily-digestible. The description in this pull request is effectively a stand-alone blog post describing things like the Archetype Graph: https:/
120.
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by
_cart
6y ago
Lead Bevy developer here. Feel free to ask me anything!
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