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Analyzed from 1234 words in the discussion.
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#bevy#game#rust#https#ecs#com#ruby#compile#engine#making
Discussion Sentiment
Analyzed from 1234 words in the discussion.
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Discussion (56 Comments)Read Original on HackerNews
I built a few games in WASM and was shocked to see many of the bevy variants larger than the Unity versions.
There’s definitely a market for rust game engines but it seems that no one’s hit the sweet spot yet.
As far as file sizes go, I'd be really interested in how a Rust compiler that didn't monomorphize so much would perform. Right now you have to modify the source code to write polymorphic generic functions, but it doesn't strictly have to be that way (at least as far as I can see).
I wouldn't use Bevy for a web only game either, especially while it's still single threaded on WASM.
The way Bevy's internal state is so easily saved and loaded is convenient for this.
Bevy gives you a very nice ECS to model your app but compilation can be slower than hand crafted code, while not using it gives you tonnes more code and the complexities that come with it, just to compile faster?
I also don’t think that other solutions are “tonnes more code.” Any code will explode in size if poorly written. The same is true for bevy.
That's a single data structure. People say binaries start at 50 MB for a hello world program and 700 MB for the debug binaries.
https://old.reddit.com/r/bevy/comments/16wcixk/cant_figure_o...
- could someone kindly share some resources on c++ game development
- here is what i have
- https://gamedev.net/tutorials/
- https://shader-learning.com/
- https://learnopengl.com/
- https://shaderacademy.com/
- https://www.gabrielgambetta.com/client-server-game-architect...
- https://github.com/0xFA11/MultiplayerNetworkingResources
- just a headsup, i am looking for 3D game development without unreal, unity , godot or any of those engines
Then your unfamiliar readers can first hop to bevy.org to see what it's all about.
This is huge, thanks. Unfortunately many Bevy resources became stale (the Bevy cookbook was even abandoned, there was little interest in keeping it up to date and so there were many sections for, say, Bevy 0.12)
Quite the dedication to a free resource!
Already seems like a great resource to me but it's still WIP.
I now default to the examples, but a book would greatly help.
I think a lot of the way I try and structure my Bevy apps comes down to trying to separate the rendering from my game logic. Its very easy to confuse the two responsibilities.
Coming from the web and Ruby I find the lack of automated testing and TDD to be foreign to me. So I've been trying to figure out patterns that make my games easier to test. Hoping to write about it soon.
Rust has testing in the standard library -- IMHO Bevy is far easier to test than most game engines because it's "just rust". You can test game logic by starting headless apps, proding the ECS, and making assertions on the results.
For acceptance tests I've dusted off cucumber (after ten years of not thinking about BDD), as I it works great with Bevy
ECS is a pretty old idea, built on concepts that are even older. I was playing around with an ECS-like engine of my own in C over 10 years ago, based on blog posts and talks that are now 20-25 years old. Even the Wikipedia article for ECS can trace the origins back to the 1960s. (Though obviously it hasn't been applied to video games for quite that long.)
Nowadays I'd probably reach for Godot and Kotlin if I just wanted to build a game in an ergonomic language on a solid foundation. You could still apply ECS concepts there, as well.
That is true for all game platforms, experience takes care of it, don't give up.
About compilation time concerns, it doesn't seem to be a problem with Bevy, there's a fast compile mode with very reasonable performance.
However, I didn't see any scripting, there are scripting options for rust, it would be good to have bindings for some rust-like scripting.
Actually I just checked the "official" list and they only list the closure syntax which seems pretty minor:
https://doc.rust-lang.org/reference/influences.html
can someone link to some of those paid resources?
He's also got plenty of free resources which I love to watch: https://www.youtube.com/@chrisbiscardi