Bevy 0.14 -- Rust Powered Game Engine

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Gamefromscratch

Gamefromscratch

11 күн бұрын

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.
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Пікірлер: 201
@gamefromscratch
@gamefromscratch 10 күн бұрын
*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 -----------------------------------------------------------------------------------------------------------
@romangeneral23
@romangeneral23 10 күн бұрын
To quote a famous programmer: There are currently 5 games written in Rust and 50 game engines...
@notgate2624
@notgate2624 10 күн бұрын
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 9 күн бұрын
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 9 күн бұрын
People who are programming in Rust are more likely to care about the systems than the games. Also, only two engines, chill.
@jamesmillerjo
@jamesmillerjo 9 күн бұрын
@@techpriest4787 And you are teaching "Famous Programmer". lol.
@techpriest4787
@techpriest4787 9 күн бұрын
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. -.-
@Freiheit-XXL
@Freiheit-XXL 9 күн бұрын
cant wait for the Bevy-Interface!
@catto-from-heaven
@catto-from-heaven 5 күн бұрын
Honestly, I prefer them to work on a 1.0 framework-only release, and then start to work on the editor from a stable and polished base - but that's me, most people will probably share your opinion
@Freiheit-XXL
@Freiheit-XXL 5 күн бұрын
@@catto-from-heaven good point u have👍
@Holobrine
@Holobrine 2 күн бұрын
@@catto-from-heaven I agree actually
@DerSolinski
@DerSolinski 9 күн бұрын
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 9 күн бұрын
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 9 күн бұрын
@@dotcom4389nanite has improved a lot for foliage since 5.2
@Yeet-eq7ve
@Yeet-eq7ve 6 күн бұрын
​@@dotcom4389 I heard they made it work with foliage
@dotcom4389
@dotcom4389 9 күн бұрын
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?
@thegoldenatlas753
@thegoldenatlas753 8 күн бұрын
@@dotcom4389 mhm
@NongBenz
@NongBenz 9 күн бұрын
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 9 күн бұрын
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 9 күн бұрын
its gonna blow up soon
@zoetje9817
@zoetje9817 9 күн бұрын
Bevy won’t “blow up” until it has hit 1.0
@gostan2718
@gostan2718 9 күн бұрын
Nice graphics capabilities and stable physics now we only need a nice editor
@thegoldenatlas753
@thegoldenatlas753 9 күн бұрын
Ive done alot of talking in the editor dev channel and things have finally kicked into gear it seems
@realdlps
@realdlps 8 күн бұрын
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
@AnomlizFactory
@AnomlizFactory 10 күн бұрын
thankyou for this quick informational video
@taryn2736
@taryn2736 7 күн бұрын
Bevy is awesome and 0.14 is fantastic, can't wait for more! Thanks for making the video covering this.
@ItzVic
@ItzVic 9 күн бұрын
that's quite the beefy laptop you got there lol nice
@Lelende
@Lelende 9 күн бұрын
Honestly I was thinking that was more imoressive than the game engine itsrlf
@HickoryDickory86
@HickoryDickory86 9 күн бұрын
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 7 күн бұрын
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.
@HickoryDickory86
@HickoryDickory86 2 күн бұрын
@@SianaGearz Is TAA not a direct successor/offshoot of FXAA, or am I misremembering?
@SianaGearz
@SianaGearz 2 күн бұрын
@@HickoryDickory86 TAA is accumulation antialiasing, where the TTA controller injects a differing subpixel offset into rendering of each frame to reveal sub-pixel details over the course of several frames and then averages these several frames to provide true anti-aliasing, while trying to keep ghosting to a minimum by forward-correcting prior frames using motion vectors. Basically distorting the old picture to align with the new one, and then averaging them out. It doesn't have to turn out blurry, but due to issues in frame to frame coherence of the underlying renderer and numeric precision issues, usually ends up being blurry. Say in practice, it doesn't actually add a limited number of frames together, but maintains a rolling decay buffer, which accumulates long term error which imprints as blur, so any imprecision in forward projecting prior frames lingers for ages. Fundamentally the forward projection has a large error, since it's effectively snapped to the pixel grid, does not maintain subpixel accuracy. This is also what FSR2 does better, since it can do the forward projection at a higher resolution, but there's also a lot more other trickery, one could write a book about these things. FXAA is a form of morphological anti-aliasing which works on a single image with no further information. MLAA starts off the observation that if you have a fully aliased rendering of a black half-space adjoining a white half-space, and compare it with a fully anti-aliased one, you find that you can accurately reconstruct the grey-tones just from the stair stepping pattern of the aliased picture. Namely you can do this by a directional blur filter and apply such a blur filter vaguely perpendicular the edge direction, with filter parameters that depend on slope computed from the stair step pitch. The algorithm is further augmented with detection of features that need to be processed, to make it work on something that isn't a pure monochrome picture. As such it ends up blurring all high-frequency detail in a real picture, because the picture really doesn't look like the algorithm-underlying observation. Since morphological anti-aliasing does not have access to any sub-pixel information, it is not a true anti-aliasing algorithm. I'm very sorry, describing image processing algorithms in text without pictures is really really difficult. But in case of morphological algorithms, Intel Developer website on CMAA and CMAA2 should be helpful. Some morphological algorithms take into account say depth buffer or other intermediate image buffers to reject a bunch of pixels that would otherwise be blurred and keep them sharp. But this runs into the issue that many shaders produce internal aliasing that gets missed. Also you know what, i am now seeing that SMAA was much nicer than i remembered. But in the form where it can shine, it was also a substantial performance hog for the time. FXAA solved the performance problem and then it just stuck as the default implementation, because you can mindlessly throw it on things. All of these MLAA variants have their own detail issues.
@crab-cake
@crab-cake 9 күн бұрын
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 8 күн бұрын
@@crab-cake i gueess webgpu will be the new flash games lol
@crab-cake
@crab-cake 8 күн бұрын
@@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.
@kormsd
@kormsd 4 күн бұрын
This engine finna be insane
@imraan_alam
@imraan_alam 9 күн бұрын
Bevy needs a gui
@RenderingUser
@RenderingUser 9 күн бұрын
that _is_ on the todo list before version 1.0 release ill start properly using it in production then.
@thegoldenatlas753
@thegoldenatlas753 9 күн бұрын
For now there is a tool to make blender into a game editor for bevy
@RenderingUser
@RenderingUser 9 күн бұрын
@@thegoldenatlas753 so thats what aarthificial is using
@thegoldenatlas753
@thegoldenatlas753 9 күн бұрын
@@RenderingUser i think so, there's several options available rn
@samuelhulme8347
@samuelhulme8347 9 күн бұрын
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.
@daveyhu
@daveyhu 9 күн бұрын
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.
@TheOnlyGhxst
@TheOnlyGhxst 7 күн бұрын
the PCF filtering mostly affects the shadows
@nurmohammed9642
@nurmohammed9642 9 күн бұрын
Notice the shadow in PCF filtering example !? It make shadow edge blur, something like anti-aliasing
@JPRacer77Qc
@JPRacer77Qc 9 күн бұрын
@9:44 Mike, look at the shadows! edit: Ok, never mind. You noticed it.
@travismason2811
@travismason2811 9 күн бұрын
Are you running a Clevo X370, or a Variant? My Origin Eon-17X v2 has the same processor video card combo.
@Anarelion
@Anarelion 9 күн бұрын
9:50 The difference in the PCF filtering is in the shadows
@Hobbitstomper
@Hobbitstomper 9 күн бұрын
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 9 күн бұрын
about the same kind of thing you'll experience using any non game engine framework
@thegoldenatlas753
@thegoldenatlas753 9 күн бұрын
I mean now things are pretty well developed. Curious what things you couldn't do now.
@askeladden450
@askeladden450 9 күн бұрын
1.5 years ago is a LOOONG time ago. I tried it this month and the ecosystem met all my needs.
@RenderingUser
@RenderingUser 9 күн бұрын
@@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 9 күн бұрын
That's the case with any non-mainstream games language, gamedev it's very tied to C++
@snarkyboojum
@snarkyboojum 9 күн бұрын
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 9 күн бұрын
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.
@snarkyboojum
@snarkyboojum 2 күн бұрын
​@@Rodrigo-xf2oe Thanks. I'm trying to deepen my understanding of these concepts (and my understanding of moden graphics pipelines is very elementary). My current understanding is that the key design principle behind meshlets is to more efficiently handle large detailed meshes. By being able to address sub meshes of a much larger mesh you have opportunities to more efficiently work with them in a pipeline, including but not limited to improvements in how you do level of detail. Other efficiencies gained with using meshlets could also include the way the geometry information is batched, culled, streamed / moved to and from host and GPU memory etc. So my primary comment wasn't that LOD or 'down-scaling' isn't important, just that it wasn't the only (or even primary) motivation for introducing them into Bevy.
@user-ot7pt9wf9d
@user-ot7pt9wf9d 9 күн бұрын
Graphics are more mature, and it may take longer for Bevy to develop more on UI and ECS
@Khaimera
@Khaimera 10 күн бұрын
Nice
@skubed007
@skubed007 10 күн бұрын
Am here
@moonskined
@moonskined 9 күн бұрын
Is there any game demo using bevy?
@thegoldenatlas753
@thegoldenatlas753 9 күн бұрын
@@moonskined Tiny Glade but they have their own renderer they use, they have upstreamed some of their work back to bevy tho.
@lolligerjoj1
@lolligerjoj1 9 күн бұрын
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 9 күн бұрын
@@lolligerjoj1 Tbf that's a selling point of bevy, its modularity and ability to be customized is big focus.
@lolligerjoj1
@lolligerjoj1 9 күн бұрын
@@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 8 күн бұрын
@@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.
@riufq
@riufq 9 күн бұрын
Does it have editor?
@jamesmillerjo
@jamesmillerjo 9 күн бұрын
Benchmark generator
@Ski3e
@Ski3e 7 күн бұрын
4090 i9-13900HX unfair i want one :
@jasonwilliams8730
@jasonwilliams8730 9 күн бұрын
👍
@igorgiuseppe1862
@igorgiuseppe1862 9 күн бұрын
9:36 looks like light scattering on the surface.
@rafae5902
@rafae5902 9 күн бұрын
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 9 күн бұрын
They're focusing on advanced flashy features to get users instead of adding basic functionality, such as an editor.
@rafae5902
@rafae5902 9 күн бұрын
@@autismspirit OK, but that still doesn't explain how can Godot still have such poor 3d graphics in general.
@beetledjuice3062
@beetledjuice3062 9 күн бұрын
@@autismspirit an editor is not really *that* basic. You need functionality before having UIs to use them.
@samuelhulme8347
@samuelhulme8347 9 күн бұрын
@@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 9 күн бұрын
@@beetledjuice3062 A rudimentary GUI is way easier than virtualized geometry, for example.
@charlieking7600
@charlieking7600 9 күн бұрын
No occlusion culling?
@arson5304
@arson5304 9 күн бұрын
??
@thomashovgaard3134
@thomashovgaard3134 9 күн бұрын
You need to update that rig asap 🙂
@johanngambolputty5351
@johanngambolputty5351 9 күн бұрын
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.
@GNamimates
@GNamimates 9 күн бұрын
these effects are soo much better than the ones in Godot...
@RenderingUser
@RenderingUser 9 күн бұрын
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 9 күн бұрын
@@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 9 күн бұрын
Yeah, I agree. It's such a letdown when you consider how many years Godot has been in development...
@techpriest4787
@techpriest4787 9 күн бұрын
No editor... :/
@RenderingUser
@RenderingUser 9 күн бұрын
its fine you have external editors sometimes that can be even better take LDtk for example
@samuelhulme8347
@samuelhulme8347 9 күн бұрын
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 9 күн бұрын
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 9 күн бұрын
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 9 күн бұрын
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.
@WOW-Bomb_Games_Studios
@WOW-Bomb_Games_Studios 7 күн бұрын
is possible make review imperial game engine 2 engine? is developer
@AchwaqKhalid
@AchwaqKhalid 9 күн бұрын
Lol update your Nvdidia drivers
@user-tk1re2hd2y
@user-tk1re2hd2y 9 күн бұрын
Thank you for what you're doing 🙏
@meosart1758
@meosart1758 9 күн бұрын
rtx4090 huh?
@ahmede92
@ahmede92 9 күн бұрын
Bevy is like the Godot for programmers (if you know you know).
@JarrodMedrano
@JarrodMedrano 9 күн бұрын
Well now you can also use Rust in Godot
@ahmede92
@ahmede92 9 күн бұрын
@@JarrodMedrano but it isn't rust enough for rust programmers
@manapotion1594
@manapotion1594 9 күн бұрын
To me this release feels like they slowed bit down. Not the rendering side but on ECS evolution side and editor direction.
@idedary
@idedary 9 күн бұрын
0.14 is the biggest release yet though, and things are expected to iincrease with 0.15
@MikAlexander
@MikAlexander 10 күн бұрын
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 9 күн бұрын
@@MikAlexander its made for Rust because Rust is better than C.
@MikAlexander
@MikAlexander 9 күн бұрын
@@thegoldenatlas753 Rust is rusty, C is citrus fresh ;P
@aamorous
@aamorous 9 күн бұрын
​@@thegoldenatlas753Rust definitely isn't better than C
@autismspirit
@autismspirit 9 күн бұрын
@@thegoldenatlas753 absolutely not lol, not for games at least
@arson5304
@arson5304 9 күн бұрын
@@aamorous why
@shinobudev
@shinobudev 9 күн бұрын
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 9 күн бұрын
how can bro not know what anti aliasing is 😭😭😭
@DarkerCry
@DarkerCry 9 күн бұрын
I still don't like rust.
@SomeRedTeapot
@SomeRedTeapot 9 күн бұрын
They are literally doing everything but the UI, kek
@samuelhulme8347
@samuelhulme8347 9 күн бұрын
Say that to Three JS, there are many game engines made to be a programming api for programmers to use.
@SomeRedTeapot
@SomeRedTeapot 9 күн бұрын
@@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 8 күн бұрын
@@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 8 күн бұрын
@@thegoldenatlas753 That's good to know, thanks!
@IamSH1VA
@IamSH1VA 9 күн бұрын
needs editor
@samuelhulme8347
@samuelhulme8347 9 күн бұрын
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 9 күн бұрын
@@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.
@randomd00d19
@randomd00d19 9 күн бұрын
Wake me up when they get an editor. I don't want to learn Rust just for an engine with no editor.
@user-kw8jx8le5x
@user-kw8jx8le5x 9 күн бұрын
Nobody's gonna use half baked renderer without decent gui as a game engine. The same case as wicked engine.
@samuelhulme8347
@samuelhulme8347 9 күн бұрын
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 9 күн бұрын
@@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 9 күн бұрын
@@samuelhulme8347 sure, I wouldn't call it game engine though
@samuelhulme8347
@samuelhulme8347 9 күн бұрын
@@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 8 күн бұрын
@@samuelhulme8347 I'd call it library or a framework
@MirceaPrunaru
@MirceaPrunaru 9 күн бұрын
All that rubish about "Rust is amazing" and yet i have not seen 1 solid game engine made with it.
@RenderingUser
@RenderingUser 9 күн бұрын
bruv the ecosystem is fairly new give it a second
@thegoldenatlas753
@thegoldenatlas753 9 күн бұрын
Tiny Glade just released demo recently.
@ksw8514
@ksw8514 9 күн бұрын
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 9 күн бұрын
In what, < 10 years of popular and mature existence? Surely you are being fair.
@Futalargerçekolsa
@Futalargerçekolsa 9 күн бұрын
i dont like rust for game programming.
@thegoldenatlas753
@thegoldenatlas753 9 күн бұрын
Why?
@charlieking7600
@charlieking7600 9 күн бұрын
​@@thegoldenatlas753because of the compilation times? The case is even worse than C/C++ build times.
@aamorous
@aamorous 9 күн бұрын
​@@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 9 күн бұрын
@@aamorous rust compiles down to assembly just as well as C They are constantly being compared with little speed difference between them
@aamorous
@aamorous 9 күн бұрын
@@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.
@ar_xiv
@ar_xiv 9 күн бұрын
Rust build times make it inappropriate for game development
@thegoldenatlas753
@thegoldenatlas753 8 күн бұрын
@@ar_xiv you've never actually compiled a rust project have you?
@notdeus3834
@notdeus3834 10 күн бұрын
2 views in 1 minute? You fell off bro. Anyway, is Bevy pretty much rust SDL/SFML?
@notgate2624
@notgate2624 10 күн бұрын
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 9 күн бұрын
Honestly KZbin 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 9 күн бұрын
@@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 9 күн бұрын
@@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??
@DeeaA.-qu2bn
@DeeaA.-qu2bn 9 күн бұрын
Rust goes in the trash
@sevengiants
@sevengiants 7 күн бұрын
Rust is too shitty an option to write a game engine
@ArksideGames
@ArksideGames 9 күн бұрын
nanite and motion blur are both red flags, these are very stupid technologies
@saul8510
@saul8510 9 күн бұрын
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 9 күн бұрын
Bevy is so horrible
@BrentMalice
@BrentMalice 9 күн бұрын
what a waste of time
@diadetediotedio6918
@diadetediotedio6918 9 күн бұрын
Said BrentMalice
@BrentMalice
@BrentMalice 9 күн бұрын
@@diadetediotedio6918 yep thats wat i said. congrats on reading
@arson5304
@arson5304 9 күн бұрын
why
@01296501923654
@01296501923654 9 күн бұрын
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.
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