the quality of your videos are top notch! I commend you for that! I hope you get the views you deserve. It looks like, sadly, there aren't many demand for Rust content and even less for bevy. I will be here no matter the type of content you make
@chrisbiscardi3 ай бұрын
thanks :) glad you're enjoying them! Rust as a topic can do very well view-wise but the style of videos that do 100k+ for my channel isn't the kind of video I want to make every week.
@Aleamanic3 ай бұрын
Thanks Chris for doing this! Helps with Bevy adoption! I am looking forward to the day when Bevy UI might have something like Blender's geometry nodes, because conceptually it feels similar, just closer to coding for now.
@laurenplummer23063 ай бұрын
Can’t wait to try this out myself, thanks for the awesome tips.
@DirtMcGurtskie3 ай бұрын
Bevy is awesome! I did a game jam a few years ago when bevy 0.10 was released. Super fun.
@chrisbiscardi3 ай бұрын
there's been a ton released since 0.10 too, progress is being made really quickly on a lot of things. Next Bevy Jam is happening for 0.16's release.
@DirtMcGurtskie3 ай бұрын
@@chrisbiscardi totally, I upgraded my project to 0.14 and so much changed with running systems in various states. It's good 👍 and the rendering improvements are amazing 🤩
@operatorwhisky16413 ай бұрын
That will be helpfull in my multiplayer RTS game :3 Current landscape is a little bit boring so that video helps with making it a little bit more interesting
@ToumalRakesh3 ай бұрын
This will come in handy for my F117A remake, thank you ^_^
@_supervolcano3 ай бұрын
Excellent video
@mogambro3 ай бұрын
Cool! Now if we take the terrain and call this a chunk and add chunks as we need them, we have infinite terrain! Without voxels I am not sure how we would add more interesting landscapes such as overhangs, caves etc. (maybe via pre made meshes?) Anyway: awesome video!
@chrisbiscardi3 ай бұрын
yep, can definitely extend this to chunks and infinite terrain. This is a "heightmap" based approach, so you can't really build caves into the core landscape with the algorithm we used, but you can take an approach where there's an "entrance" to the cave, and basically load the cave as a separate "level". Or you could do something a bit more complicated where you have a separate cave generation that "attaches" to the landscape at specific locations. More stuff becomes possible if you move away from doing a runtime-heightmap deformation of a plane and build your own meshes, etc.
@isengrim_3 ай бұрын
@@chrisbiscardi Would you be willing to make a video or point in some directions on how to run infinite terrain generation in parallel with other systems? So that if terrain generation takes a while, the player can see the terrain appearing in front of him, but it does not affect his FPS whatsoever/the game does not wait for terrain gen.
@chrisbiscardi3 ай бұрын
Yeah could do that. In the meantime the tldr is use async tasks like in this example: github.com/bevyengine/bevy/blob/main/examples/async_tasks/async_compute.rs
@matress-4-23233 ай бұрын
I really want to like bevy, but i had a better experience with godot rust. bevy still feels like it's more of an experiment than for real games.
@chrisbiscardi3 ай бұрын
you can like Bevy and still use Godot, Godot is great. There are definitely games shipping using Bevy but I think what you're noticing is that Bevy is much earlier in its lifecycle than Godot. While Bevy can make sense for certain teams, its still a narrower set of teams than Godot today.