com.unity.multiplayer.docs
bevy
com.unity.multiplayer.docs | bevy | |
---|---|---|
1 | 586 | |
666 | 36,657 | |
1.7% | 1.9% | |
9.2 | 10.0 | |
16 days ago | 6 days ago | |
JavaScript | Rust | |
GNU General Public License v3.0 or later | MIT OR Apache-2.0 |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
com.unity.multiplayer.docs
bevy
-
The Color of Noise – The Witness (2014)
I was looking through the source code for Bevy's Screen-Space-Ambient-Occlusion (SSAO) implementation and noticed they are using blue noise as well:
https://github.com/bevyengine/bevy/blob/56d559102858d4ce8a5b...
That link takes you to this shadertoy:
https://www.shadertoy.com/view/3tB3z3
-
Bevy 0.15 released
Ah yeah pipeline compilation is a very non-trivial problem[1]. Unreal is also struggling with this a lot. I hear you that it's an issue.
The Bevy issue you want to follow is https://github.com/bevyengine/bevy/issues/10871.
[1]: https://therealmjp.github.io/posts/shader-permutations-part1 + https://therealmjp.github.io/posts/shader-permutations-part2
-
What's Next for WebGPU
It's partly because WebGPU has very conservative default texture limits so that they can support old mobile devices, and partly it's a problem for engines that may have a bunch of different bindings and have increasingly hacky workarounds to compile different variants with only the enabled features so that you don't blow past texture limits.
For an idea of bevy's default view and PBR material bidnings, see:
* https://github.com/bevyengine/bevy/blob/main/crates/bevy_pbr...
* https://github.com/bevyengine/bevy/blob/main/crates/bevy_pbr...
-
VRPG Day 2
Switched to Bevy engine
-
Getting Started with Rust
4. Bevy Bevy is a data-driven game engine built in Rust. If you’re curious about game development, Bevy is a great way to explore how Rust can be used for building games. It’s still in the early stages of development.
-
My negative views on Rust (2023)
> Isn't this obviously true?
To an extent sure, but we’re talking about low level micro-optimizations. Games don’t animate individual pixels. I don’t think animating 1000 things per frame gonna saturate a CPU core doing these computations, which means the code doing that is not actually performance critical.
> Got a bit lost here: games?
I searched the internets for “Bevy Engine” and found this web site https://bevyengine.org/ which says “game engine”. I wonder is there another Bevy unrelated to games?
> 3.84 GB/second
In modern games none of that bandwidth is processed on CPU. Games use GPU for that, which don’t run Rust.
> there's a weak claim that all performant data structures in Rust must use unsafe code
Weak claim? Look at the source code of data structures implemented by Rust standard library. You will find unsafe code everywhere. When you need custom data structures instead of merely using the standard ones you will have to do the same, because safe Rust is fundamentally limited in that regard.
-
UE5 Nanite in WebGPU
It's been mentioned a couple of times in this thread, but Bevy also has an implementation of Nanite's ideas (sometimes called Virtual Geometry). I'm the author of that, happy to answer questions :)
As for this project, Scthe did a great job! I've been talking with them about several parts of the process, culminating in some improvements to Bevy's code (https://github.com/bevyengine/bevy/pull/15023). Always happy to see more people working on this, Nanite has a ton of cool ideas.
- Bevy: A refreshingly simple data-driven game engine built in Rust
-
Multiplayer in Rust using Renet and Bevy
My recent experiences with Rust and Bevy convinced me to write this blog article to share my newfound learnings of game development.
-
Rust Is for the Engine, Not the Game
Not at this time, no. You can read more here: https://github.com/bevyengine/bevy/issues/11969
What are some alternatives?
InputSystem - An efficient and versatile input system for Unity.
Amethyst - Data-oriented and data-driven game engine written in Rust
Godot - Godot Engine – Multi-platform 2D and 3D game engine
Fyrox - 3D and 2D game engine written in Rust
piston - A modular game engine written in Rust
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
specs - Specs - Parallel ECS
ggez - Rust library to create a Good Game Easily
raylib - A simple and easy-to-use library to enjoy videogames programming
macroquad - Cross-platform game engine in Rust.
gdnative - Rust bindings for Godot 3
rust-sdl2 - SDL2 bindings for Rust