Bevy 0.2
bevyengine.org
bevyengine.org
I’m not surprised they have the ability to muster a community fairly quickly. Probably shared a lot of contributors with the Amethyst project.
https://community.amethyst.rs/t/bevy-engine-addressing-the-e...
> Turtles All The Way Down: Ideally the engine is written in the same language that games are. Being able to run an IDE "go to definition" command on a symbol in your game and hop directly into the engine source is an extremely powerful concept. You also don't need to worry about heavy language translation layers or lossy abstractions. If an engine's community builds games in the same language as the engine, they are more likely (and able) to contribute back to the engine.
There's a rust FRP library called futures-signals that would be really useful for taking input from a controller and transforming it into high level, meaningful streams. I'd like to react to those streams. I don't think they'd take multiple frames to poll, but even if they did I wouldn't mind too much.
(I'm new to both rust and ECS so if you have a suggestion for how to approach this problem differently, I'd love to hear it)
I'm interested in seeing an example that has main/pause/settings menus, for example.
You can also adopt a `enum State { Menu, InGame }` Resource pattern, then have your systems key off of that state where necessary.
He goes into a lot of the differences.
Adding a separate document and committing to keeping it up to date is more work than I'm willing to do right now. I've made myself a project management bottleneck in the short term, which means I need to optimize as much as I can.
* what platforms can the engine target (pc, mac, linux, consoles, web, mobile, etc
* does it use a typical oop approach with all your stuff deriving from entity? or an ecs? the latter can perform better but is more complex to work with usually
* how easy is it to use? does it have a graphic editor and asset manager? an easy scripting language? decent lighting system built in?
* how well does it perform
* how customizeable is it
* can you edit things while the game is running for quick iteration?
There are a lot of technically good projects which fail because of lack of marketing, and a lot of well-marketed project that are too shallow to succeed. Having both is an incredible asset.
That's why I would be extremely excited if they teamed up.
I wonder if we'll see a new entrant (commercial or not) with enough features to challenge the C++ game engine landscape. It'd be difficult to reach parity with Unreal, but perhaps something can get close to Godot.
Do you think gaming companies will start to invest in the Rust ecosystem?
I'd imagine that not many projects have been built on top of Bevy yet, due to the WIP nature of the rendering. Nevertheless this looks like a really great project, as a fellow hobby game dev this is pretty exciting and might be a great way to get to know Rust from an outside perspective.
Edit: Whoops, it looks like that might be just for the WASM support. My bad.
You could also checkout the #showcase channel in the bevy discord https://discord.gg/gMUk5Ph