I'm happy to answer whatever questions people have!
I'm happy to answer whatever questions people have!
I just hope that the `Turtles All The Way Down` philosophy won't hinder game devs from supporting scripting language of their choice. Because at some point someone is going to need domain specific language somewhere.
1. How ambitious is Bevy as an engine? Do you see it as aimed squarely at the casual-game space like ggez, or do you think it could eventually compete with Godot, growing more advanced features like GI? (I appreciate that competing with Unreal is probably, well, Unrealistic for the forseeable future.)
2. You talk a lot about keeping the build light, which is great to hear. Does this extend to deployment too? What kind of binary filesizes are you looking at for a "hello, world" game?
2. Small binaries is absolutely something I care about. Last time I checked we could produce a "hello world" game with windowing + rendering thats just a little bit over 1 MB. I think we could probably make that smaller with some effort.
edit for some additional clarity: this involved running a post-processing "strip" process on the binary.
The API looks great in any case, and I’ll try it out, at least as a starting point to get back into Rust and ECS. Nice work!
Harking back to ancient history for a moment, Frontier: Elite II was a AAA title for its day and was basically all code.
We ran LTCG on every game I shipped.
Their overlords always stress on developer conferences how install size is the number one reason for users to remove applications and games from their devices.
The error that I am currently facing (if you're curious):
EDIT: This is because I was using Rust 1.40 rather than 1.45. Oops.
$ cargo run --example breakout
Compiling glam v0.9.3
Compiling same-file v1.0.6
Compiling anyhow v1.0.32
Compiling once_cell v1.4.0
Compiling adler32 v1.2.0
Compiling anymap v0.12.1
Compiling crc32fast v1.2.0
Compiling remove_dir_all v0.5.3
Compiling pin-project-internal v0.4.23
error[E0599]: no method named `map_or` found for type `std::result::Result<std::string::String, std::env::VarError>` in the current scope
--> /home/myname/.cargo/registry/src/github.com-1ecc6299db9ec823/glam-0.9.3/build.rs:7:10
|
7 | .map_or(false, |cfg| cfg.split(',').find(|&f| f == "sse2").is_some());
| ^^^^^^ help: there is a method with a similar name: `map_err`
error: aborting due to previous error
For more information about this error, try `rustc --explain E0599`.
error: could not compile `glam`.
warning: build failed, waiting for other jobs to finish...
error: build failedIn the features section would really like to see about how Text rendering is handled by Bevy. It is a big feature.
Edit: To clarify, I wanted to know if it uses any known lib (Skia) or technique (signed distance fields) for some fancy text rendering.
For anyone curious this is the game from the author:
https://www.youtube.com/watch?v=FxW4PcX0fa8
It looks like a lot of fun honestly!
I hope that Bevy users won't be forced to use the Bevy editor for coding. VS Code, vim, emacs and other editors have lots of extensions and work well for coding. I'd rather see some kind of project builder UI for Bevy, which would allow using existing code editors.