A refreshingly simple data-driven game engine built in Rust
Yup! The Bevy Editor is our current highest priority. The first step is building out a new Scene / UI system that will serve as the foundation for the editor (as the Bevy Editor will be built as a Bevy App).
I have a post about this (with working prototypes) here: https://github.com/bevyengine/bevy/discussions/9538
Ant Colony Sim + Daily Mental Health Exercises
I've been building a game in Bevy for a while now. Feel free to browse code or ask questions:
For me, some pain points so far have been:
- UI system was too verbose to comfortably build widgets. Swapped to using egui.
- Parent/Child relationships don't have a ton of support (ECS sort-of discourages).
- It was tougher than expected to associate a label with an entity that moves/rotates without rotating the label.
- Persisting entities across sessions isn't supported out of the box (Entity is intended for client-side uniqueness) and easily regenerating persisted parent/child relationships doesn't happen automatically.
- No support for WASM parallelism yet, but a lot of the system design wants system ordering to be flexible to squeeze perf benefits by parallelizing the work.
- Spatial querying feels like it pushes against the goals of ECS. Wanting to look stuff up by value (value of Position) rather than type (entity has Position) results in lots of secondary caches that need to stay sync'ed with query engine.
- Calling `commands` is deferred for perf, but it's hard to intelligently organize a large project with so many deferred actions, so I end up calling `apply_deferred` a lot manually.
- WASM on Android (Pixel 6) + Chrome doesn't work at the moment, but it's a down-stream dependency issue. Should be fixed in Bevy 13.
Pros have been:
- Very nice to work in Rust engine + Rust game.
- Rust + WASM has been good, don't feel like this aspect of the tech gets in the way much
- Once you get your brain thinking ECS it's tough to go back, feels very flexible (maybe too flexible)
- Very lively community, usually easy to find someone to talk to about a problem you're having
- Lots of examples (not a lot of docs, but a lot of examples)
- Lot of optimism about the future. Very strong development pace, each release makes significant headway on concerns.
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My curated list of projects using bevy in production, preferably with a company or a business model in mind.
A collection of Bevy assets, plugins, learning resources, and apps made by the community
Among Bevy contributors (including myself) there is a general hesitance to invest too much time in official learning material that will be obsolete by the next release. Bevy's APIs are beginning to stabilize ... and the appetite (both from users and from Bevy devs) for official material is increasing. The time is coming (soon)!
While you wait, there are a sizeable number of tutorials on YouTube, and we have learning material linked in https://bevyengine.org/assets/#learning as well.
A snake-inspired game made in Rust using the Bevy game engine.
I just played Not Snake (https://ramirezmike2.itch.io/not-snake) after finding it in the Bevy tag.
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Not Snake - my first game released made with Bevy
3 projects | /r/rust_gamedev | 20 Aug 2021
Ask HN: Yo wants to build a game, I'm lost. What can I do?
20 projects | news.ycombinator.com | 17 Jan 2024
GDScript is fine
4 projects | /r/godot | 7 Apr 2023
Writing a Compiler and a Virtual Machine in Rust
2 projects | /r/rust | 20 Mar 2023
OK so whose gonna tell them
5 projects | /r/rustjerk | 12 Mar 2023