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I started working through this, except to make things difficult for myself I used Godot for drawing everything, via https://github.com/godot-rust/godot-rust.
I only got to about halfway through section 2, but I think it was going well.
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InfluxDB
InfluxDB high-performance time series database. Collect, organize, and act on massive volumes of high-resolution data to power real-time intelligent systems.
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Man, this Specs [0] library is so strange to me, coming from a Unity background. Is there some sort of comparison as to why one way is better than the other?
[0] https://specs.amethyst.rs/
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> However I'm starting to think that scripting languages are a false economy. There is no intrinsic reason you can't have a concise and easy to use language that can be quickly (in debug mode) compiled to the metal and dynamically linked to the project.
This might interest you:
* https://reader.tymoon.eu/article/413
* https://github.com/Shinmera/talks/blob/master/gic2021-highly...
and the very recent still front-page discussion on hn:
* https://news.ycombinator.com/item?id=32043026
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BrogueCE
Brogue: Community Edition - a community-lead fork of the much-loved minimalist roguelike game
Brogue is an excellent and free roguelike. You can grab the Community Edition of it over here: https://github.com/tmewett/BrogueCE
It's fun to get a group of friends together and play a daily seed run... see who gets the most gold, who gets deepest, etc.
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Another option is Nim. Looks and writes like Python but closer to C in performance. It also has static typing so I prefer it for scripting as well.
People have built a few games with the Nim Godot bindings:
https://github.com/pragmagic/godot-nim
There’s also an interesting project to do hot reloading using dlls:
https://github.com/geekrelief/gdnim
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Another option is Nim. Looks and writes like Python but closer to C in performance. It also has static typing so I prefer it for scripting as well.
People have built a few games with the Nim Godot bindings:
https://github.com/pragmagic/godot-nim
There’s also an interesting project to do hot reloading using dlls:
https://github.com/geekrelief/gdnim
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CodeRabbit
CodeRabbit: AI Code Reviews for Developers. Revolutionize your code reviews with AI. CodeRabbit offers PR summaries, code walkthroughs, 1-click suggestions, and AST-based analysis. Boost productivity and code quality across all major languages with each PR.
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API docs, examples and the revised book: https://github.com/bevyengine/bevy-website/pulls?q=is%3Aopen...
Strongly agreed on the need for better introductory material; the existing book is extremely incomplete.
> I don't have this clear. Are 5/6 teams actually building commercial games with Bevy, or they just planning to do it in the future? This is a crucial distinction.
I know of 2 released commercial projects, the CAD team, a few indie devs who have started and 3 or so small studios who are looking to start. There's a little thread in the Discord where I've rounded folks up: [Bevy in production](https://discord.com/channels/691052431525675048/995713618526...).
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Of course. I use both the built in Godot profiler and perf.
Which led me to change many things in the implementation and I also ended up patching the Engine multiple times.
One example is this (which I have patched on my Godot version): https://github.com/godotengine/godot-proposals/issues/4050
I profile my game all the time, but sometimes it's not clear if there is a bottleneck or if there are just too many things at the same time.
Also the bottleneck can change in different parts of the game. Sometimes I have removed a bottleneck on the CPU just to find another in the GPU.
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