Bevy 0.14 -- Rust Powered Game Engine

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  • čas přidán 4. 07. 2024
  • The Bevy open source rust powered game framework/engine just released Bevy 0.14. This release includes several new features including Nanite-Like Virtual Geometry in the form of Meshlets, SSR, Per-Object Motion Blur, PBR Anisotropy, Filmic Color Grading and more. Of course its packed full of all the regular bug fixes you'd expect as well.
    Links
    gamefromscratch.com/rust-powe...
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Komentáře • 190

  • @gamefromscratch
    @gamefromscratch  Před 3 dny +3

    *Links*
    gamefromscratch.com/rust-powered-bevy-game-engine-release-0-14/
    -----------------------------------------------------------------------------------------------------------
    *Support* : www.patreon.com/gamefromscratch
    *GameDev News* : gamefromscratch.com
    *GameDev Tutorials* : devga.me
    *Discord* : discord.com/invite/R7tUVbD
    *Twitter* : twitter.com/gamefromscratch
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  • @romangeneral23
    @romangeneral23 Před 3 dny +200

    To quote a famous programmer: There are currently 5 games written in Rust and 50 game engines...

    • @notgate2624
      @notgate2624 Před 3 dny +17

      There are a decent number of steam games written in Rust at this point. Also, many of these are alpha/beta type projects and don't claim they should be used for large projects because they're unstable.

    • @techpriest4787
      @techpriest4787 Před 3 dny +22

      50 engines? More like 2. Bevy and some Foxy thing... Well. Not counting my own custom. But there can be no game without an engine. So the engine comes first. Some just make the engine because they are progmers and not even designers so no game follows either. At least not really.
      You need to explain this to your "famous progaymmer": One language to rule them all. One language to safely compile them and to crates.io bind them.

    • @UliTroyo
      @UliTroyo Před 3 dny +9

      People who are programming in Rust are more likely to care about the systems than the games. Also, only two engines, chill.

    • @jamesmillerjo
      @jamesmillerjo Před 3 dny +6

      @@techpriest4787 And you are teaching "Famous Programmer". lol.

    • @techpriest4787
      @techpriest4787 Před 3 dny +3

      Rust is only 9 years old for 1.0 release. That means the engines are even younger. That means it leaves even less time for the actual game. And just because it is written in Rust it does not mean that the competition Unreal, Unity and Godo does not exist. So actual game designers will stick with them. But of course your "famous progaymmor" knew all this. -.-

  • @DerSolinski
    @DerSolinski Před 2 dny +22

    Nanite does a bit more than "just" LOD it is basically a live preprocessor to cut down the geometry before it is send to render on the GPU.
    It's purpose is to throw away every mesh that's to small to rasterize and replace it with a texture equivalent.
    You won't believe the amount of garbage data that's send to GPUs that never makes it into the final image on a display.
    Nanite reduces a whole chunk of that. So that available resources can do work that matters.

    • @dotcom4389
      @dotcom4389 Před 2 dny +2

      UE5 peeps said that their nanite wasn't good for foliage because of overdraw.
      are you having the same problem?
      I'm quite certain when they first released it nanite they said that one of nanites strength's was that it didn't have as much overdraw, but now they say it suffers from having too much... im confused.

    • @natan_amorim_moraes
      @natan_amorim_moraes Před 2 dny

      @@dotcom4389nanite has improved a lot for foliage since 5.2

  • @gostan2718
    @gostan2718 Před 3 dny +25

    Nice graphics capabilities and stable physics now we only need a nice editor

    • @thegoldenatlas753
      @thegoldenatlas753 Před 3 dny +9

      Ive done alot of talking in the editor dev channel and things have finally kicked into gear it seems

    • @realdlps
      @realdlps Před dnem +1

      Yeah, once bevy gets a good enough editor I might go and do a project with it.
      For now I'll stick with c++ and unreal

  • @Freiheit-XXL
    @Freiheit-XXL Před 3 dny +19

    cant wait for the Bevy-Interface!

  • @HickoryDickory86
    @HickoryDickory86 Před 2 dny +6

    The description for PCF is, "Percentage-closer filtering is a standard anti-aliasing technique used to get softer, less jagged shadows," and it applies just to point lights.
    From what I read, it's basically a very slight Gaussian blur to point light shadow edges. It's likely being used as a very performant and effective alternative to anti-aliasing.
    Speaking of anti-aliasing, I'm so happy to see SMAA making a comeback! MSAA and SMAA are the best! FXAA and its successor, TAA, just make everything a blurry, indistinct smear, like a thin coat of Vaseline was applied to the camera lens.
    Also, I would love for Intel to open source their original version of CMAA. Back in the day, it produced a great image while also being incredibly performant.

    • @SianaGearz
      @SianaGearz Před 11 hodinami

      FXAA is to me a better implementation of MLAA than original SMAA, i would argue; if it's too blurry just tune fxaaQualitySubpix down and other parameters. And TAA has nothing to do with FXAA and MLAA at all.
      Intel's CMAA2 is quite nice btw.

  • @imraan_alam
    @imraan_alam Před 3 dny +42

    Bevy needs a gui

    • @RenderingUser
      @RenderingUser Před 3 dny +6

      that _is_ on the todo list before version 1.0 release
      ill start properly using it in production then.

    • @thegoldenatlas753
      @thegoldenatlas753 Před 3 dny +2

      For now there is a tool to make blender into a game editor for bevy

    • @RenderingUser
      @RenderingUser Před 3 dny +2

      @@thegoldenatlas753 so thats what aarthificial is using

    • @thegoldenatlas753
      @thegoldenatlas753 Před 3 dny

      @@RenderingUser i think so, there's several options available rn

    • @samuelhulme8347
      @samuelhulme8347 Před 2 dny +3

      This was made as an api for programmers to use. Being forced to use an editor doesn’t give you full control. There are many game frameworks like this.

  • @AnomaleDevisor
    @AnomaleDevisor Před 3 dny +1

    thankyou for this quick informational video

  • @crab-cake
    @crab-cake Před 2 dny +2

    bevy was my first introduction to game development. i enjoyed using it, but i want to wait for webgpu to be supported in more browsers. then i can build games with bevy and compile them to wasm to be played in the browser.

    • @thegoldenatlas753
      @thegoldenatlas753 Před dnem +1

      @@crab-cake i gueess webgpu will be the new flash games lol

    • @crab-cake
      @crab-cake Před dnem

      @@thegoldenatlas753 i think it could be much bigger than that. peak potential is having triple a games in the browser. truly cross platform games. doom 3 has already been ported to the browser with wasm and webgpu will make it possible for new games.

  • @NongBenz
    @NongBenz Před 3 dny +5

    For anyone put off by the ugly boilerplate in Unity's ECS/DOTS framework, Bevy offers a much cleaner implementation which feels at home in Rust. CPUs are generally the bottleneck in more simulation geared games so this could be the next big thing.

    • @thegoldenatlas753
      @thegoldenatlas753 Před 3 dny +5

      Tbf unity is making an abstraction to ecs while bevy is *just* ecs
      So bevy has had alot better design decisions available.

  • @Not_Salman
    @Not_Salman Před 3 dny +6

    its gonna blow up soon

    • @zoetje9817
      @zoetje9817 Před 2 dny

      Bevy won’t “blow up” until it has hit 1.0

  • @Hobbitstomper
    @Hobbitstomper Před 3 dny +20

    I tried bevy about 1.5 years ago. As much as I loved it and as much as I like rust, the issue is the ecosystem, both for bevy and rust. I kept running into "issues" for which no solution existed yet, in other words, there were no crates (library) available yet for some very basic stuff. Where other game engines/frameworks/languages have multiple different libraries/plugins to choose from, there was nothing available here. So many things have to be written from scratch. Small features which you think is 30 minutes of work suddenly turns into 2 weeks of work. It makes you realize how much work went into other game engines and languages. It is so extremely time consuming to work on projects when the ecosystem is literally decades behind.

    • @RenderingUser
      @RenderingUser Před 3 dny +10

      about the same kind of thing you'll experience using any non game engine framework

    • @thegoldenatlas753
      @thegoldenatlas753 Před 3 dny

      I mean now things are pretty well developed.
      Curious what things you couldn't do now.

    • @askeladden450
      @askeladden450 Před 3 dny +6

      1.5 years ago is a LOOONG time ago. I tried it this month and the ecosystem met all my needs.

    • @RenderingUser
      @RenderingUser Před 3 dny +1

      @@askeladden450 true. Rust ecosystem is evolving at a really rapid rate. Even an experience from 6 months ago isn't relevant anymore.

    • @andre_la
      @andre_la Před 3 dny

      That's the case with any non-mainstream games language, gamedev it's very tied to C++

  • @dotcom4389
    @dotcom4389 Před 2 dny +3

    Bevy seems like its an engine created by a lot very experienced and intelligent people that want to make it a lot more modern from the core.
    instead of example unity which just keeps patching up an old rigid system.
    am i right or am i right?

  • @taryn2736
    @taryn2736 Před 23 hodinami

    Bevy is awesome and 0.14 is fantastic, can't wait for more! Thanks for making the video covering this.

  • @ItzVic
    @ItzVic Před 3 dny +9

    that's quite the beefy laptop you got there lol nice

    • @Lelende
      @Lelende Před 2 dny +2

      Honestly I was thinking that was more imoressive than the game engine itsrlf

  • @daveyhu
    @daveyhu Před 2 dny

    PCF is indeed a little harder to spot, but it becomes more apparent as you decrease the shadow map resolution. PCF is sort of like a blur for shadows (since you can't just blur the shadow map texture with gaussian blur), and its effects are more pronounced as the shadow resolution becomes lower. Agree on the SMAA, can't see that at all.

  • @thomashovgaard3134
    @thomashovgaard3134 Před 3 dny +3

    You need to update that rig asap 🙂

  • @TheOnlyGhxst
    @TheOnlyGhxst Před 9 hodinami

    the PCF filtering mostly affects the shadows

  • @Anarelion
    @Anarelion Před 2 dny +1

    9:50 The difference in the PCF filtering is in the shadows

  • @JPRacer77Qc
    @JPRacer77Qc Před 2 dny +1

    @9:44 Mike, look at the shadows!
    edit: Ok, never mind. You noticed it.

  • @nurmohammed9642
    @nurmohammed9642 Před 2 dny +1

    Notice the shadow in PCF filtering example !? It make shadow edge blur, something like anti-aliasing

  • @user-ot7pt9wf9d
    @user-ot7pt9wf9d Před 2 dny

    Graphics are more mature, and it may take longer for Bevy to develop more on UI and ECS

  • @GNamimates
    @GNamimates Před 3 dny +10

    these effects are soo much better than the ones in Godot...

    • @RenderingUser
      @RenderingUser Před 3 dny +2

      really?
      pretty sure you could achieve most of that stuff in godot. other than the motion blur. idk how to do that one

    • @tux_the_astronaut
      @tux_the_astronaut Před 3 dny +1

      @@RenderingUseri think it can do most of them tho they dont have per object motinblur still to my knowledge so u can’t have montion blur in godot that doesn’t suck

    • @rafae5902
      @rafae5902 Před 2 dny +1

      Yeah, I agree.
      It's such a letdown when you consider how many years Godot has been in development...

  • @snarkyboojum
    @snarkyboojum Před 2 dny

    Thanks for the video! I was under the impression that the primary purpose of meshlets in Bevy 0.14 is to improve the efficiency and performance of rendering detailed geometry by breaking down complex meshes into smaller, manageable pieces. This way, it can handle more detailed scenes more effectively. However, you mentioned it's primarily for downscaling images and geometry. Could you clarify if meshlets are intended more for optimizing high-resolution models for performance rather than just downscaling them?

    • @Rodrigo-xf2oe
      @Rodrigo-xf2oe Před 2 dny

      It is for optimizing high-resolution models for performance by dynamically down-scaling them, as needed. It is very inefficient to render triangles that draw just a couple of pixels in the screen, or any at all.

  • @Khaimera
    @Khaimera Před 3 dny

    Nice

  • @jamesmillerjo
    @jamesmillerjo Před 3 dny +4

    Benchmark generator

  • @johanngambolputty5351
    @johanngambolputty5351 Před 3 dny +2

    Man, I cannot shove enough rust into my face, I don't know if its healthy, but I love it. If its wrong, I don't want to be right.

  • @user-tk1re2hd2y
    @user-tk1re2hd2y Před 3 dny

    Thank you for what you're doing 🙏

  • @travismason2811
    @travismason2811 Před 2 dny

    Are you running a Clevo X370, or a Variant? My Origin Eon-17X v2 has the same processor video card combo.

  • @skubed007
    @skubed007 Před 3 dny

    Am here

  • @igorgiuseppe1862
    @igorgiuseppe1862 Před 2 dny

    9:36 looks like light scattering on the surface.

  • @charlieking7600
    @charlieking7600 Před 3 dny

    No occlusion culling?

  • @rafae5902
    @rafae5902 Před 3 dny +8

    It's crazy how good Bevy 3D graphics are when comparing to something like Godot which had much more time to mature... makes you wonder if it's just lack of expertise when developing Godot.

    • @autismspirit
      @autismspirit Před 3 dny +6

      They're focusing on advanced flashy features to get users instead of adding basic functionality, such as an editor.

    • @rafae5902
      @rafae5902 Před 2 dny +2

      @@autismspirit OK, but that still doesn't explain how can Godot still have such poor 3d graphics in general.

    • @beetledjuice3062
      @beetledjuice3062 Před 2 dny +2

      @@autismspirit an editor is not really *that* basic. You need functionality before having UIs to use them.

    • @samuelhulme8347
      @samuelhulme8347 Před 2 dny +4

      @@autismspirit This was made as an api for programmers to use. Being forced to use an editor doesn’t give you full control. There are many game frameworks like this.

    • @autismspirit
      @autismspirit Před 2 dny +1

      @@beetledjuice3062 A rudimentary GUI is way easier than virtualized geometry, for example.

  • @moonskined
    @moonskined Před 3 dny +1

    Is there any game demo using bevy?

    • @thegoldenatlas753
      @thegoldenatlas753 Před 3 dny +5

      @@moonskined Tiny Glade but they have their own renderer they use, they have upstreamed some of their work back to bevy tho.

    • @lolligerjoj1
      @lolligerjoj1 Před 3 dny +1

      the most high profile one is called tiny glade. Though as far as I know they do use a lot of custom solutions on top of bevy.

    • @thegoldenatlas753
      @thegoldenatlas753 Před 3 dny +7

      @@lolligerjoj1 Tbf that's a selling point of bevy, its modularity and ability to be customized is big focus.

    • @lolligerjoj1
      @lolligerjoj1 Před 3 dny

      @@thegoldenatlas753 I personally agree, but probably not everyone is looking for that, I think a lot of people prefer a "batteries included" engine.
      To me, it's the best engine right now.

    • @thegoldenatlas753
      @thegoldenatlas753 Před dnem

      @@lolligerjoj1 Yea? I didn't say bevy *wouldn't* have stuff, like rn there's talks to upstream a popular UI crate that was made for bevy. Alot of this 0.14 update render changes are upstreamed from tiny glade. Etc etc.

  • @Ski3e
    @Ski3e Před 20 hodinami +1

    4090 i9-13900HX
    unfair i want one :

  • @riufq
    @riufq Před 2 dny

    Does it have editor?

  • @jasonwilliams8730
    @jasonwilliams8730 Před 2 dny

    👍

  • @techpriest4787
    @techpriest4787 Před 3 dny +9

    No editor... :/

    • @RenderingUser
      @RenderingUser Před 3 dny +3

      its fine
      you have external editors
      sometimes that can be even better
      take LDtk for example

    • @samuelhulme8347
      @samuelhulme8347 Před 2 dny +1

      This was made as an api for programmers to use. Being forced to use an editor doesn’t give you full control. There are many game frameworks like this.

    • @AndrewBrownK
      @AndrewBrownK Před 2 dny +2

      Rust's type system is adequate to give you the expressiveness of an editor with the level of control you get from code

    • @starburstdragon
      @starburstdragon Před 2 dny +3

      From devs that work on editor( a comment on bevy discord) :" A basic (but official) running prototype within the next four to five months seems likely. But I wouldn't put money on it. " Basically it's hard to say when exactly ...

    • @manapotion1594
      @manapotion1594 Před 2 dny

      Hold on, now the rusty bevy missioners will show how you don't ever need an editor. And just looking into sacred rust code should be enough for you.

  • @Ahmede92
    @Ahmede92 Před 3 dny +6

    Bevy is like the Godot for programmers (if you know you know).

    • @JarrodMedrano
      @JarrodMedrano Před 3 dny

      Well now you can also use Rust in Godot

    • @Ahmede92
      @Ahmede92 Před 2 dny +3

      @@JarrodMedrano but it isn't rust enough for rust programmers

  • @WOW-Bomb_Games_Studios
    @WOW-Bomb_Games_Studios Před 9 hodinami

    is possible make review imperial game engine 2 engine? is developer

  • @meosart1758
    @meosart1758 Před 2 dny

    rtx4090 huh?

  • @AchwaqKhalid
    @AchwaqKhalid Před 2 dny

    Lol update your Nvdidia drivers

  • @manapotion1594
    @manapotion1594 Před 2 dny

    To me this release feels like they slowed bit down. Not the rendering side but on ECS evolution side and editor direction.

    • @idedary
      @idedary Před 2 dny +3

      0.14 is the biggest release yet though, and things are expected to iincrease with 0.15

  • @MikAlexander
    @MikAlexander Před 3 dny +5

    Nice laptop :)
    My one is couple of tiers below :12700h and 3070ti, 64gb ram.
    Never used rust. Shame this engine isn't for C!

    • @thegoldenatlas753
      @thegoldenatlas753 Před 3 dny

      @@MikAlexander its made for Rust because Rust is better than C.

    • @MikAlexander
      @MikAlexander Před 3 dny +5

      @@thegoldenatlas753 Rust is rusty, C is citrus fresh ;P

    • @aamorous
      @aamorous Před 3 dny +3

      ​@@thegoldenatlas753Rust definitely isn't better than C

    • @autismspirit
      @autismspirit Před 3 dny +1

      @@thegoldenatlas753 absolutely not lol, not for games at least

    • @arson5304
      @arson5304 Před 2 dny

      @@aamorous why

  • @shinobudev
    @shinobudev Před 3 dny +1

    The problem with making game engines (intended for production quality projects), is that it's just such a titanic task to make and it takes decades (literally) for user adoption curves to inflect. It's great watching the development process but at this point in 2024 it only garners "That's nice honey". I just don't think it's the 2010s anymore and self made game engines aren't as impressive anymore given it will be eons before they are ready for anything and AI lurking around the corner.

  • @starplatinum3305
    @starplatinum3305 Před 2 dny

    how can bro not know what anti aliasing is 😭😭😭

  • @randomd00d19
    @randomd00d19 Před 3 dny

    Wake me up when they get an editor.
    I don't want to learn Rust just for an engine with no editor.

  • @SomeRedTeapot
    @SomeRedTeapot Před 3 dny

    They are literally doing everything but the UI, kek

    • @samuelhulme8347
      @samuelhulme8347 Před 2 dny +1

      Say that to Three JS, there are many game engines made to be a programming api for programmers to use.

    • @SomeRedTeapot
      @SomeRedTeapot Před 2 dny

      @@samuelhulme8347 I'm talking about UI to use in the game. For example, libGDX has it. Bevy only has the bare minimum, making anything more than a bunch of buttons with it is quite tedious

    • @thegoldenatlas753
      @thegoldenatlas753 Před dnem +1

      @@SomeRedTeapot new UI stuff is being upstreamed from a crate that's popular with users, editor work is waiting on the bevy remote protocol and reflection
      In meantime people are building editor prototypes to flesh out current needs

    • @SomeRedTeapot
      @SomeRedTeapot Před dnem

      @@thegoldenatlas753 That's good to know, thanks!

  • @IamSH1VA
    @IamSH1VA Před 3 dny

    needs editor

    • @samuelhulme8347
      @samuelhulme8347 Před 2 dny +1

      This was made as an api for programmers to use. Being forced to use an editor doesn’t give you full control. There are many game frameworks like this.

    • @diadetediotedio6918
      @diadetediotedio6918 Před 2 dny

      @@samuelhulme8347
      This is untrue, because bevy does want to be a full fledged game engine. It is not on it's 1.0 yet so chill out, and their plan is for the editor to be optional.

  • @Futalargerçekolsa
    @Futalargerçekolsa Před 3 dny +7

    i dont like rust for game programming.

    • @thegoldenatlas753
      @thegoldenatlas753 Před 3 dny

      Why?

    • @charlieking7600
      @charlieking7600 Před 3 dny

      ​@@thegoldenatlas753because of the compilation times? The case is even worse than C/C++ build times.

    • @aamorous
      @aamorous Před 3 dny +1

      ​@@thegoldenatlas753If you have a small single threaded game, Rust is going to be cpu bottleneck very fast because of amount of cpu instruction rustc generates, C is basically macroses for assembly, lightweight, no compiler guards and fast

    • @thegoldenatlas753
      @thegoldenatlas753 Před 2 dny

      @@aamorous rust compiles down to assembly just as well as C
      They are constantly being compared with little speed difference between them

    • @aamorous
      @aamorous Před 2 dny +3

      @@thegoldenatlas753 you don't get the point, I'm not talking about speed. Rust is known for making big binaries, there are more instructions compared to gcc, it's because of 'bloated' optimizations compiler inserts in final executable, it makes cpu bottleneck. Speed always comes at a cost.

  • @user-kw8jx8le5x
    @user-kw8jx8le5x Před 3 dny +2

    Nobody's gonna use half baked renderer without decent gui as a game engine. The same case as wicked engine.

    • @samuelhulme8347
      @samuelhulme8347 Před 2 dny +1

      This was made as an api for programmers to use. Being forced to use an editor doesn’t give you full control. There are many game frameworks like this.

    • @crab-cake
      @crab-cake Před 2 dny

      @@samuelhulme8347 i mean, they are working on an editor now so that's not entirely true. they said it should be ready in 4-5 months.

    • @user-kw8jx8le5x
      @user-kw8jx8le5x Před 2 dny

      @@samuelhulme8347 sure, I wouldn't call it game engine though

    • @samuelhulme8347
      @samuelhulme8347 Před 2 dny

      @@user-kw8jx8le5x why would you not call it a game engine?
      An editor is just an interface that interacts with the game engine. Scripting is just another type of “interface” that can interact with the engine.
      Look at Minecraft, they use a custom engine (based on LWJGL) and it doesn’t have an editor.

    • @user-kw8jx8le5x
      @user-kw8jx8le5x Před 2 dny

      @@samuelhulme8347 I'd call it library or a framework

  • @MirceaPrunaru
    @MirceaPrunaru Před 3 dny +4

    All that rubish about "Rust is amazing" and yet i have not seen 1 solid game engine made with it.

    • @RenderingUser
      @RenderingUser Před 3 dny +16

      bruv
      the ecosystem is fairly new
      give it a second

    • @thegoldenatlas753
      @thegoldenatlas753 Před 3 dny +8

      Tiny Glade just released demo recently.

    • @ksw8514
      @ksw8514 Před 3 dny +4

      That's a non-argument. Rust is still young and as in any other industry there's massive inertia when it comes to commonly used programming languages. Being able to choose a language purely on its merits is a rare luxury.

    • @diadetediotedio6918
      @diadetediotedio6918 Před 2 dny +1

      In what, < 10 years of popular and mature existence? Surely you are being fair.

  • @sevengiants
    @sevengiants Před 6 hodinami

    Rust is too shitty an option to write a game engine

  • @notdeus3834
    @notdeus3834 Před 3 dny +1

    2 views in 1 minute? You fell off bro. Anyway, is Bevy pretty much rust SDL/SFML?

    • @notgate2624
      @notgate2624 Před 3 dny +4

      No, you can use SDL or SFML in Rust just fine. Bevy is a full engine (like libGDX) with a focus on ECS for the architecture.

    • @gamefromscratch
      @gamefromscratch  Před 3 dny +3

      Honestly CZcams stats have always been off, but lately they've been just useless. Often for the first 5 or so minutes I often get 0 analytics data at all... no clicks (but I do gets likes and comments). Makes it very hard to make early judgement calls about thumbnails, titles, etc. But yeah, don't put any stock in the views of a video for the first 24 hours, it's always off.
      I don't think I would compare it to SDL or SFML, it's a layer of abstraction higher than that. NotGate's LibGDX is a pretty good analogy. ORX is another, as is The Forge.

    • @notdeus3834
      @notdeus3834 Před 3 dny

      @@notgate2624 Oh I see. Thanks for taking time to correct my conjecture. I'm very new to computer science and game stuff so I don't know what libGDX is but I'll read up on it.
      My idea of a game engine, at least so far, is a kind of super same where you can swap out assets/mod it to produce a new game. At a glance, to me, Bevy doesn't quite fit the bill but then again, what I'd classify as "Monolith" engines like unity have pretty much messed up my perception. More research for me, lol. It's a goal of mine to produce one of those some day no matter how useless.

    • @notdeus3834
      @notdeus3834 Před 3 dny

      @@gamefromscratch Well, I understand that much. The x views in y minutes is a recurring joke in the youtube community 😅. I don't think most people believe it since me of all people understands the idea.
      So when you say it's a layer of abstraction higher than that, does that pretty much mean that it might use something like sfml/sdl in the code except it's more organized for the purposes of aspiring game devs? or something along those lines??

  • @DarkerCry
    @DarkerCry Před 2 dny

    I still don't like rust.

  • @ar_xiv
    @ar_xiv Před 3 dny +3

    Rust build times make it inappropriate for game development

    • @thegoldenatlas753
      @thegoldenatlas753 Před dnem +2

      @@ar_xiv you've never actually compiled a rust project have you?

  • @DeeaA.-qu2bn
    @DeeaA.-qu2bn Před 2 dny

    Rust goes in the trash

  • @ArksideGames
    @ArksideGames Před 2 dny +1

    nanite and motion blur are both red flags, these are very stupid technologies

    • @saul8510
      @saul8510 Před 2 dny +1

      Chill motion blur can be good if it per object instead of camera, on nanite well a poop igpu could handle billions of polygons with it at 20fps, so it not so bad .

  • @zxcaaq
    @zxcaaq Před 2 dny

    Bevy is so horrible

  • @BrentMalice
    @BrentMalice Před 2 dny

    what a waste of time

  • @01296501923654
    @01296501923654 Před 2 dny

    Anyone know how it is to do quick prototyping in Rust/Bevy, i.e. hack together something without a care for code quality or bugs? I'm curious how the borrow checker and Rust's whole soundness approach affects these kinds of things.