I have pinned this comment to clarify some things about the video. I've noticed, that there is some confusion about the negative things I pointed out about Unity. While the main three points presented in this video are valid (at least to some degree), I did not make it clear that my motivation to switch away from Unity is only partly because of these points. I wanted to explore other game engines simply for the joy of learning and having some new experiences. Also I did initially plan to use Godot for the project - switching to yet another game engine was not part of that plan. It just so happened that development was slowed down by the mentioned bug of Godot 4. I then randomly tried out Bevy and Rust and found it to be extremely fun to work with. I did not abandon Godot because of the negative things I mentioned. Moving to bevy was simply due to an unlucky situation I found myself in. I still think Godot is great but Godot 4 was sadly not working for me and it looks like it still isn't. Game dev is not my job. It is just something I really enjoy doing in my free time. And I believe it is important to also try other options. Unity is still probably the best engine for professional game development. My goal with this video was to show the journey of me switching game engines and NOT to say that one engine is better than the other. And I pointed out some positive and negative things I encountered along the way.
@artsurock Жыл бұрын
Now I get it 😂 I thought firstly that you are just crazy 😅 Good luck with learning new stuff!!
@laundmo Жыл бұрын
you didnt actually pin this
@NightHutStudio Жыл бұрын
I thought it was clear, nobody leaves a game engine for only 3 key reasons! There might be some stand-out reasons, but if the engine doesn't "feel" right then you can't really list all the points...bit like life decisions come to think of it 🤣
@artsurock Жыл бұрын
@@NightHutStudio what's clear for someone couldn be not clear for another one 😁
@NightHutStudio Жыл бұрын
@@artsurock yeah I agree, very true :)
@cartdev Жыл бұрын
Hey! Creator and lead developer of Bevy here. Loved the video. Let me know if you encounter any issues / have any ideas. We're still in the process of building out Bevy and feedback from developers is important to us!
@timberdev Жыл бұрын
Hi, great to see you here! I'm really excited to see what the future of Bevy will look like (especially with the editor on the horizon). It's been a pleasure to develop games with Bevy so far and I hope to contribute one day, when I'm more experienced with rust and Bevy :D
@loganwoodbury4050 Жыл бұрын
And I doubt Cart is going to start charging for Bevy installs XP
@ParaPsychic Жыл бұрын
Legend
@dermond Жыл бұрын
@@loganwoodbury4050that's more likely to happen from the Rust foundation, sometimes they do stuff like that
@nr7000000001 Жыл бұрын
I am interested in machine learning and simulation, and other kinds of visual simulations, no matter if it is a game or something usefull. But normally machine learning has no 2d or 3d (phyiscs engine) and sound.. and U.I. .. all the things that game programming environments DO have usually. I want to get something up quick and running. Godot language is way too slow for having 1000's of objects, and using C++ is.. difficult and not editor integrated anymore. Godot projects also become very nested and cloggy. I think Bevy is the answer
@tanmaybansal1634 Жыл бұрын
Well this aged like fine wine.. looks like you dodged a bullet with unity!
@SnakeEngine Жыл бұрын
And this comment aged like milk, looks like you Unity is back with a good deal again. :P
@Nylnezz Жыл бұрын
@@SnakeEngine keep telling yourself that, they are going to do it again they got away with it and implemented and horrible fee anyways
@SnakeEngine Жыл бұрын
@@Nylnezz Yeah, and they will face a repeated punishment and backpedal again. So you will be save as a Unity dev, it's not like Unity has a monopoly in the game-engine space. Imagine few years down the line, you are like "shit, the Unity engine is thriving while my freaking Godot project doesn't scale and is full of bugs. Leaving Unity was the stupidest decision I have ever made that robbed me years of time". So just keep going with Unity if you want to get somewhere :)
@jonteet Жыл бұрын
@@SnakeEngine what the fuck are you talking about?
@Nylnezz Жыл бұрын
@@SnakeEngine i really do hope unity gets his management in check, and i agree that godot lacks scalability for now, but its good to have choice when a corporation is only out to get you money more and more dont you think
@pxlcrdgm8140 Жыл бұрын
This video aged extremelly well man. 😂
@caeleng5553 Жыл бұрын
I like what you are doing. You focus on long term goals and putting time into something you enjoy doing and crafting quality work with patience and dedication, not something rushed for views and money. I look up to you for this. Keep going strong bro 💪 ❤
@Lux_108 Жыл бұрын
I love how your game looks and the genral concept of it. Keep it up
@jadonUnity Жыл бұрын
Glad to hear from you again! At the moment Unity remains my absolute favorite game engine, but especially Bevy seems very promising in the future
@benjattkk Жыл бұрын
Yoooo! I was JUST rewatching your videos yesterday and thought I wanted you to come back!
@TrezkerАй бұрын
I think you just shifted how I think about ECS. You never know when someone will describe a concept in a certain way that sets your brain off on a new track.
@someonewithsomename Жыл бұрын
Indie developers would do anything other than game development itself it seems
@timberdev Жыл бұрын
Might be onto something :)
@RenderingUser Жыл бұрын
For us gamedevs, making games & learning new tools is more fun than playing em
@Microphunktv-jb3kjАй бұрын
@@timberdev could have just written ECS in the first engine rofl... ECS isn't that complicated concept to grasp .. but if u like to explore, i recommend checking out Defold Engine , cosindering the content of this video, i think u might like it
@ArksideGames3 ай бұрын
One of the best advertisement for ECS and rust tbh, I am intrigued 😯😯
Жыл бұрын
amazing. it's cool that more and more people notice rust and use it in their projects. i heard about bevy and it's nice to see that you enjoyed using it
@bazyleeshek Жыл бұрын
Great video, good luck with your game! I think stability is currently Godot's biggest issue (at least for the 4.x versions). It is a bit annoying at times, but personally I'm fine with it because of pretty much everything the engine offers. I feel like the issue with code growing more complex and ugly is possible to be avoided, provided you design your system with avoiding coupling in mind from the get go. Real shame you came across a pretty nasty bug, but I'm glad you're enjoying your time with Bevy! Excited to see more
@PatrickCreations Жыл бұрын
You avoided a bullet man 😢
@Otakutaru Жыл бұрын
What the... He is going for a full pivot. Best of luck with bevy, I wouldn't go for a game engine without an editor, even if it implements ECS
@SupremeDP Жыл бұрын
Seems you were 4 weeks ahead of our time, lmao.
@CoderDev6545 Жыл бұрын
Can't wait to see your game come forward!
@loganwoodbury4050 Жыл бұрын
I've enjoyed this video, I've actually gone a pretty similar, if shorter journey, where I tested out Unity and Godot but ultimately felt like they were restrictive. Then I tried implementing a small CLI game in engine-less rust for a while, but later I found Bevy. The ECS relieved lifetime headaches, but it was configurable enough that I could make the game without being locked into a bunch of functionality I didn't care for. I migrated my game to Bevy and have loved it, plus the community has been really supportive =] Really happy to see an experienced game dev validating that choice!
@afjelidfjssaf Жыл бұрын
Looks like you made the right choice moving away from unity!
@cloud5699 Жыл бұрын
Regarding the references in Unity, I usually just use a script that houses all my references for my player and have other scripts just take a reference to the reference "hub". Idk if thats good practice but it works for me
@collinvisser7108 Жыл бұрын
Neat - been following you for sometime your game looks good. Just one thing about Godot - the event system / Observer pattern is designed to decouple nodes. I am not sure how the C# works in godot but the build in GDScript supports both Composition and inheritance . I am sure you look at the resource class that is used to store data Godot 4 I think need more time in the oven - but that is my view. Really keen to see where you take your project.
@squee-z6442 Жыл бұрын
yeah I was kinda confused about that, because the node architecture was designed to support both inheritance and composition.
@collinvisser7108 Жыл бұрын
@@squee-z6442 @pigdev has a video on it also @RedefineGamedev has a good course on AI - Both show both inheritance and composition - I like using resources - there is a video in my dead youtub - good luck
@DerSolinski7 ай бұрын
Saw the thumbnail and thought: "Let me guess, fed up with Unity switched to Godot and likes but doesn't feels quite right and ends up with Bevy" ...guess I nailed it.
@bbrainstormer2036 Жыл бұрын
Very nice! One small correction: ECS is only a part of DOTS in Unity. The burst compiler and jobs system are also included in DOTS.
@timberdev Жыл бұрын
Yep, your right. I probably should have mentioned that
@bbrainstormer2036 Жыл бұрын
@@timberdev Eh, it's an easy mistake to make. The only reason I even made the comment is because I used to think that too. Great video by the way, and I hope development goes well!
@mrmaniac9905 Жыл бұрын
Wow, doesn't matter now. I'm so glad I never learned that shit engine. I feel bad for all of you goons that wasted your time but I always hated c# and the engine just felt clunky. NGL, I'm pretty smug, the amount of times i was tempted to use it... glad I never did. Dumb engine.
@bbrainstormer2036 Жыл бұрын
@@mrmaniac9905 No need to be so harsh about it
@mrmaniac9905 Жыл бұрын
@@bbrainstormer2036yeah you're right I did have an overbearing tone. I apologize
@g-han5565 Жыл бұрын
Holly, I've been waiting a video from you for reeeaaaaaly long time. Glad you came back budy!
@yaboiskner Жыл бұрын
You can achieve the same principle of Systems -> Components from ECS in Unity by using MonoBehaviours -> ScriptableObjects and a more clean Architecture between each MonoBehaviour. Try to learn about programming design patterns and it will help a lot with OOP (Dependendy Injection, Singletons, Observer Pattern, just to name a few). Regarding the Inheritance over Composition, that's a principle of SOLID - Interface Segregation (look it up, its very useful) and it can also be applied in Unity with C#, just as well as you described it for ECS. I'm sure ECS has its advantages, but Unity isn't the cause of you experiencing these issues - your coding architecture is. Hope to continue seeing more from your journey.
@GradientOGames Жыл бұрын
I was thinking about that all throughout the unity chapter, it does have it's quirks sometimes (especially if u made the dumbass decision of using the beta versions for a slightly better looking editor xD) but if you know how to properly use unity it is the most powerful 2d engine out there (I'm not going to get into unity/unreal here). Can't blame the dev though, ecs is a challenge to wrap your head (especially if you're already used to GOs and OOP) around at this current stage and it isn't properly implemented in 2D yet. Plus ecs in unity is more of a system for optimisations rather than just making a normal 2d game where maximum performance isn't required.
@radiish1239 Жыл бұрын
the reason ECS is many developers preferred choice is that the design patterns you suggested are built into the foundation of the engine. Bevy's `Resource` trait is a singleton, systems themselves are dependency injection and the observer pattern is the `Changed` filter. in Unity and C#, genuine proficiency is required to write elegant, performant code. in Bevy with Rust, you cannot write code that isn't elegant and performant.
@Sergeeeek Жыл бұрын
All of these patterns are great and all, but they don't scale in terms of performance. OOP as implemented in C# and other languages forces your CPU to do a ton of pointless pointer chasing just to call a function or read a single value from memory. ECS on the other hand can store all of your data in linear memory which is much better for CPU cache utilization. I don't see this mentioned in comments, but this is the main reason why ECS is becoming popular and why Unity has DOTS in the first place.
@Nina-cd2eh Жыл бұрын
Tbh, I consider OOP itself an overall anti-pattern for games and high performance systems in general. Java and C# being the worst examples of it. Rust's way of doing functional programming makes all these patterns much more inherent to the way you write code and it doesn't feel like you're wrangling the language to follow idioms.
@f0kes326 ай бұрын
@@Sergeeeek ecs makes serialization trivial. That's my favorite part. That, and faster entity query
@emberchord Жыл бұрын
Hope you feel more inspired with a more functional type of programming design pattern! I just recently started playing with phaser, which also follows a ver classical OOP design pattern. Coming from a more functional approach, I prefer OOP for game dev much more though. Happy developing!
@moon0xcoder Жыл бұрын
Great video :)! It was pretty interesting seeing you troubleshoot your inconveniences with the game engines. Hope everything goes smoother from now on!
@Waradu Жыл бұрын
That's crazy! Great content. I should start learning rust too.
@crispy_dev Жыл бұрын
Welcome to the bevy team!
@j-kevinampong1379 Жыл бұрын
Can wait to see continue your game in godot I been using for 4 months now and this very inspiring to see someone work in godot.
@igorthelight Жыл бұрын
Did you missed the last third of the video? ;-)
@Autism3.0 Жыл бұрын
Nice new video. you should add passive abilities for the player
@cherl1e Жыл бұрын
this video was the final thing that made me switch to godot whether i will stay or not i dont know but we shall see
@timberdev Жыл бұрын
Good luck :D
@YasserSedrati Жыл бұрын
Your video is well made dude. Composed and edited in a catchy way. I am expecting this title in one of your near videos: "DOTS makes me return to unity again!"
@laundmo Жыл бұрын
i'd be surprised: everyone i know who's tried both bevy and dots agrees that dots doesn't feel at all good to use in comparison. bevy's ecs is just so nice to use.
@Sergeeeek Жыл бұрын
@@laundmo they're trying to turn C# into C++ with Burst, no wonder it feels shoehorned.
@evanrobison567 Жыл бұрын
Totally support the decision! I am looking forward to playing the game!
@BaptistPiano Жыл бұрын
Next week: Why I wrote my own game engine in my own programming language
@catcactus1234 Жыл бұрын
Falling down the same rabbit hole as Randy lol
@mrOverYeff Жыл бұрын
I hope that bevy and rust will alow you to develop features that unity and Godot would have made to hard or to unstable. Can't wait to see how this turns out
@BlueOctopusDev Жыл бұрын
these videos are so satisfying to watch :O
@rawvoxel3 ай бұрын
This is hilarious, just like me. I started in Unreal for a month, Went to Godot for about half a year, and recently, I'm starting over in Bevy.
@gdfk_dev Жыл бұрын
Wow, you intrigued me with the engine on Rust, would be super interesting to learn
@thequipseeker Жыл бұрын
Hmm... Maybe I'll try out Bevy for my next game. From what you described, looks like something I might like.
@ai._.i Жыл бұрын
Great video! Learning about ECS and bevy makes me want to do more composition focused design in my project now haha
@chewbaccarampage Жыл бұрын
Wow thanks for this. I've been looking for a game engine recently and my day job used F#, where we have a separation of data and behavior. Bevy looks like it'd be great fit.
@unknownfolder9329 Жыл бұрын
This video is so cleaaaan, nice editing man. good work!
@nourgaser6838 Жыл бұрын
To be honest I love Unity's style and the structure it kind of guides you towards. I try to mostly never store references to other scripts, and instead use static events for communication (Observer design pattern), and I love creating singletons with a private instances and public static methods, like Unity's own systems (GameObject, Input). You can come up with extremely clean solutions by following the most suitable design patterns for your situation. As for the editor being slow and cumbersome and bloated, I could not agree more, it's the single most frustrating point about Unity, but I manage to tolerate it just because Unity's scripting solutions are just brilliant in my opinion; literally no matter what it is you're trying to do, you can find a creative way to implement it in a clean way and probably very easily and quickly. I'm definitely trying other engines in the future, but for now, I think Unity is a solid tool if you're experienced with it specifically.
@WeslomPo Жыл бұрын
Singletones are bad. There are more suitable aproaches that are better. Try Dependency Injection (vcontainer as a container).
@robwaters2948 Жыл бұрын
I agree. Even though the mix of depreciated and experimental features is frustrating, and the time I spend watching Unity compile my scripts really adds up, the range of solutions makes easy and fun to experiment. As for the issues related to my own approach: well as my projects balloon in scope and complexity, the number of references and the confusing mess of coupled components just starts to make my head spin. i know there must be a better way and I’m totally intrigued and enticed by the observer pattern for its modularity. But I have a hard time putting the concept into practice and meaningfully changing my approach to scripting. How did you familiarize yourself with the observer pattern? Tutorials only take you so far yknow I need some experienced insight for nonspecific implementations and your comment really got me thinking about the possibilities
@nourgaser6838 Жыл бұрын
@@robwaters2948 I don't think I'm experienced enough to give advice but I'll give you how I think about it I guess? I try to make my scripts do one thing and one thing only, and I'm completely fine with having tons of scripts even if each script is only a few lines of code; what's more important is separation of concerns, so that when I find a bug related to X, I know exactly where to look, because X is handled fully in this file (or directory if it's a multi-script system kind of deal). Before writing anything I usually ask myself quickly, should this really be here? If I'm grabbing a reference to another script to call something on it, then probably not. I go with a "to whom it may concern, event X has just occurred" approach, and only expose static events. For example, if I have a clipboard script that manages copying, storing, and pasting stuff, and on copy I want to: -Play a sound -Change the color of something in the UI -Potentially more in the future I expose a static public event at Clipboard.onCopy, and invoke it when I copy, "to whom it may concern, a copy event just occurred". And in my SFX manager, UI, or whatever other script, I can subscribe to that and do whatever I want there. In regards to what's an event and what's not, I start with 0 events in all scripts, and when I find I need to know that X happened in some script, instead of grabbing a reference to it, I go add the event on it for now and future use. Over time my system events build up, and I don't have unused events because I only add them when I need them for the first time. I don't know if this kind of pattern is good or bad, but it's personally served me well, I've yet to get bitten by it. Let me know what you think though!
@WeslomPo Жыл бұрын
@@robwaters2948 and for you, answer are use DI and containers. Try it first, implement that in your project and try to follow the strict rules of container, and after some time you will start to understand how to make your code better. Observer also a not good patter xD. When I create my code, I imagine every method as empty room with me in it. Then I try to implement logic of said method. If I need something, then I try to recieve that trough window that I have. Said window is a method arguments. Only trrough that window I can recieve all that I need. If I create class - I try recieve only needed things trough constructor arguments. After some time I start to make very good code, that live years without changing in my projects. Best patterns is strategy and dependency inversion.
@db5094 Жыл бұрын
what we thinking now buddy
@His-Games Жыл бұрын
Ayy is that motionCanvas I see? Glad to find another appreciator.
@MattWyndham Жыл бұрын
That's an awesome explanation of how Bevy works!
@jaminweil8645 Жыл бұрын
I'm glad a new video is out after waiting for a while. I thought you might of dropped the project.
@xymaryai82836 ай бұрын
i finally have a rudimentary understanding of ECS, thankyou
@CrabQueen Жыл бұрын
I look forward to the fourth engine change in 9 months!
@theimperialkerbalunion7568 Жыл бұрын
I dissagree with your 3rd point. Its fully possible to use unity as a glorified renderer. Also unity doesn't force you to use inheritance? You can easily make modular systems, or really use any architecture (and again use it as a glorified renderer) however... In light of the contraversy. No reason to regret switching!
@fishy_96 Жыл бұрын
Hey Man love your content !!! ❤
@_SuperSadex11 ай бұрын
Nice video, looking forward to the next devlog!
@PurpleDaemon_ Жыл бұрын
2:10 Unity has dozens of ECS frameworks with hundreds or even thousands of stars on github. I believe this is the largest production-ready ECS game engine right now.
@zayniacgames Жыл бұрын
Unity events and using list is my go to methods to make the most out of the engine.
@Sylfa Жыл бұрын
One of the reasons I'm window shopping for other game engines is Unity's slow editor. Starting Godot takes seconds, which is soo good when you're working on something on and off. This is especially useful when you're in the "testing out ideas" phase. That said, there's no real reason why Unity *has* to be so slow. It's entirely possible to redesign it to use lazy loading of editors and windows, and utilise threading to pre-emptively load the necessary components in the background. They've partially started work on that, by splitting things into components, but I feel they just don't have the incentive to actually get the editor speed up. Their core demographic are people that load the project in the morning, work over the day with it, only to shut it down in the evening before they go home. If even that, just locking the work station before going home is quite common in a lot of places. As to being forced to work with inheritance, I think that's not quite true. Yes, you need to inherit the right base class for your code, but in no way are you forced to make inheritance trees to build your game, it has all the necessary tools to work with composition instead. That's more on the way you're using it than how you *have* to use it. At least in my experience.
@gaelonhays1712 Жыл бұрын
Hey! I was wondering if you were still developing. I can't wait to see the game come out!
@ITR Жыл бұрын
Currently making a game using unity's ecs and I personally much prefer it
@kkibi Жыл бұрын
ITR??? i wasn't expecting to see you here!!
@ITR Жыл бұрын
@@kkibi 👋
@jakksondd5821 Жыл бұрын
I was recently convinced by my dad to start using a language with a good typesystem like rust, I just barely started learning rust because I was bored and demotivated from the Love2d framework. Great video, may the blessings of the indie dev deities bestow upon you fortune and favor.
@hermestrismegistus9142 Жыл бұрын
Sounds like you have a wise father!
@jakksondd5821 Жыл бұрын
@@hermestrismegistus9142 yes, he's a computer scientist at a national observatory
@RustaceanCo Жыл бұрын
I switched from Unity to Godot and then to Bevy for the same reason. Bevy's ECS makes really easy to compose game from smaller systems!. Most developer looking for editor of course but I'm more comfortable with code first game engine
@zombizombi2 ай бұрын
I've followed a similar path. I started releasing a couple of games on Steam that used Unity but it just seemed to deteriorate around 2020. I invested some time learning Rust and moved towards Bevy and find it absolutely fantastic and I can't wait for it to reach stable. Rust is also one of those languages that make you wonder how you ever coped without it. Going back to C# just feels bad now.
@xdimplendidx Жыл бұрын
The research part is the most instructive part lol
@cantwait2bking544 Жыл бұрын
I thought the animation style looked familiar. The videos look great in Aarthificials tool! Good job!
@indierusty Жыл бұрын
Best explained Bevy concepts ever!😮
@paveladventures566511 ай бұрын
Literally the same path and opinion! Good luck with your game!
@Alex5000148 Жыл бұрын
There is an ECS version of Godot. And a Rust version. That's open-source, baby🎉
@cacsxolotlmeme2082 Жыл бұрын
Glad you can upload again and can't wait to play your game when it came out🎉 Also get some rest:)
@Mad3011 Жыл бұрын
Not arguing for Unity here, but there is nothing forcing you to use an inheritance based approach for your components.
@iamahtic Жыл бұрын
Cant get enough of these vids
@valentinegb Жыл бұрын
Woah, hey, Motion Canvas in the wild, nice!
@Erros Жыл бұрын
Funny enough the man that popularized ECS, Mike Acton, is the same person who wrote the DOTS system for unity.
@S.m1cha3l Жыл бұрын
Such a good vid, looking forward to see more
@st.altair4936 Жыл бұрын
Unity's closed source nature has certainly shown its weaknesses now lol FOSS all the way 💪
@Moon_Sushi Жыл бұрын
Nice Game! Keep up the good work.
@mrbeancanman Жыл бұрын
I also recently pivoted to bevy... so far its preeeetty nice!
@Grinwa Жыл бұрын
Cant wait to see full game am sure u be successful
@Faboslav Жыл бұрын
To be honest, most problems you have described in this video are code related, thus on you, you can confidently use composition instead of inheritance with unity. That said, rust is a great choice.
@ArnoVai Жыл бұрын
The slow bloated editor and closed source is not really a code issue.
@bonsaipropaganda Жыл бұрын
You can also use composition in godot
@artsurock Жыл бұрын
@@ArnoVaiassemblies definition can help you with editor performance if you'll use them correctly. And there are tools such as Odin Inspector to make your editor comfortable and efficient
@catcactus1234 Жыл бұрын
@@bonsaipropagandaYeah I don’t quite understand why he thinks inheritance is too heavily relied upon Godot. Composition can be easily done with the node system as long as the component is programmed well enough to work in dynamic scenarios. A majority of the inheritance system can be avoided by dynamically adding composite nodes at runtime as needed.
@Sergeeeek Жыл бұрын
@@catcactus1234 all nodes in Godot use inheritance. For example you can't just extract some functionality from KinematicBody2D and reuse it in your code, you have to use the whole node which also includes PhysicsBody2D -> Node2D -> Node etc. If the builtin nodes don't do something you want you can either inherit them, or rewrite them from scratch. There is no third option, unfortunately.
@Bloodlinedev4 ай бұрын
Just for reference, Unity DOTS is basically Bevy with a C#/Unity flavor and the force of a public traded company behind it. It's still missing features for big or 2d games tho...
@jRsqILVOY Жыл бұрын
My main issue with trying Bevy was the lack of UI tooling compared to Godot. I found Godot with GodotExtension e.g. (GdExtension for Rust or SwiftGodot for Swift) to be the best middle-ground (at least for now). The ECS approach is interesting from a performance point of view, but I also hit an issue with not being able to do "joins", e.g. storing the current map ID in the Player component and then joining from that to get the map size, instead I had to work around it with some data duplication in different components.
@natecoley160 Жыл бұрын
i think the most usual missing points then people talk about game engines is Editor, unity has one godot has one, bevy does not, and that is not important for coding a game, but super important to prototype and compose stuff. I think bevy and other game engines (especially ECS based) should invest some time in editor, and more examples of most common ecs patterns (like drag n drop, composing of systems (one system could depend on another for example) and so on)
@NexXTSurf Жыл бұрын
It's worrying how many developers blame inheritance for creating complex or complicated code, rather than questioning themselves if they are using it correctly and are avoiding common anti patterns. Furthermore, game engines (mostly) don't restrict you from following best practices of underlying programming languages, such as C#. So if you are writing shit C# code in Unity, of course you will write shit C# in Godot. Swapping the engine isn't going to save you from yourself.
@cedric6941 Жыл бұрын
amazing editing, subbed!
@agustindiaz3361 Жыл бұрын
Awesome video. Thanks for this great content
@theseatoad Жыл бұрын
I think one of the things I appreciate with bevy, is actually the lack of an editor. It makes you have to understand much more about the engine since you are not relying on a UI for the creation of configuration such a scene layout.
@timberdev Жыл бұрын
I could not agree more! That's actually one of the reasons I enjoy learning bevy so much. It allows me to come up with my own solutions instead of just relying on the engine to do these sorts of things for me. Still in some cases an editor can be beneficial for example for animations.
@igorthelight Жыл бұрын
3:56 - and the world itself is a Node too! Nodeception! xD
@unknowngobelin Жыл бұрын
Really interesting, as someone who only used unity it really makes me want to try other game engines
@igorthelight Жыл бұрын
I think it's time now ;-)
@NightHutStudio Жыл бұрын
This was a really helpful video. Although I think at some point, you just need to give a new engine a shot and see how it feels for you.
@dadlord6894 ай бұрын
I have found Bevy a really fun for development. Not that I have made something yet) It looks like it will be easier to make myself an Editor later when I'll really need it than having this bloatware state of mind where you have all sorts of options (too many ways to do the same thing with Unity)
@lucasmitchell9027 Жыл бұрын
I mean, I'm all up for finding new engines to see what works best for your project. But this is a little too much. Even with all of unity's issues, If you had just suck it up and stuck to it, you game might've been finished by now. I think moving engines when you're already chest deep into development of a project is not the wisest thing, especially if there's not a critical engine specific issue that literally doesn't let you finish your game.
@timberdev Жыл бұрын
Yea thats true for most people. I actually enjoy coding and learning new stuff more than anything in game dev, so that's probably also a factor in this decision. But youre right, its surely not a wise decision from an economic standpoint.
@smotbutterman1127 Жыл бұрын
This echoes Paradise Lost: First Contact. They scrapped their progress when a new version of Unity came out. They still haven't finished and it's almost 10 years now.
@IceTV123 Жыл бұрын
cool kepp doing what your doing
@SajanSingh-mj8eh Жыл бұрын
You tried Defold?
@ThatRobHuman Жыл бұрын
I'm unsure if you're still open to feedback-shaped thoughts at this point, but in case you are: - The geometric art direction you've been going with gives me some Tron-esque vibes (less Tron Legacy and more old school Tron, but even so) - I wonder if it's worth leaning into that a little during art refinement - kind of a Geometric Technomantic thing vibe. See also Hyper Light Drifter, the Progenitors from Homeworld, the Zeffo from Jedi Fallen Order, Endless Legends.. anything where ancient-become-archeological advanced technology is a prevalent thing and there's wonderful aesthetic to draw from. - In one of your previous devlogs you put a poll up for naming Fragments - one of the names was "Relics" - I wonder if you can/should co-opt the name as a mechanism for another upgrade distinct from Fragments. Fragments increase stats while Relics could unlock Abilities like Grapple, or a radial burst attack: stuff like that. That way it becomes a decision: "Do I want to boost my stats, or do I want to have this tactically useful ability?". It also lets you achieve progression by re-using an existing and familiar inventory mechanic - just slightly differently.
@nubunto5 ай бұрын
although I do agree with most of the video, in Godot you can leverage signals to communicate between nodes. Yes, it does get unwieldy over time, since it's almost all Godot offers, but it's still better than referencing nodes / objects directly
@antonaparin Жыл бұрын
+rep for using the Vim extension
@rybadesign Жыл бұрын
Really well made video love it!
@eboatwright_ Жыл бұрын
Very cool to see you learning Rust!! I love Rust, although I prefer Macroquad over Bevy :)
@Chaos1king Жыл бұрын
Finally a new video FINALLLLLLLYYYYY
@TanigaDanae Жыл бұрын
Composition > Inheritance Has the known problem of beeing more verbose. But for me it feels like code can be easier modified, fixed or straight up replaced. Which is good for real life issues such as new ideas, bugs, etc.
@laundmo Жыл бұрын
well, its more verbose if your language prefers inheritance: Rust has Traits as a core concept, making them one of the 2 main ways to acomplish polymorphism next to Enums (tagged unions/sum types).
@TanigaDanae Жыл бұрын
@@laundmo Traits (or equivalents) are a concept that facilitates both, composition and inheritance(1). Rust is kind of a bad example here as it is a very verbose language and doesn't support inheritance (to compare its version of composition vs inheritance). In C++, C#, and Java Inheritance will be as verbose or less verbose then the Composition variant of an implementation. Polymorphism is a different topic. But if we count lines of code C++ with polymorphism will be tiny since you can inherit from multiple fully defined classes. Though this is a nightmare to maintain. Edit (1): My first statement is a bit far fetched. To clarify: practically Traits (or Interfaces in other languages) is used for composition and inheritance but in theory it is not required for any of them.
@OdysseyHome-Gaming Жыл бұрын
bevy looks so smooth... 😯
@Diddykonga Жыл бұрын
Also want to point out a massive advantage that ECS has over other code designs, since Systems are separated from the Components/Entities they work on, it is incredibly easy (relatively speaking) to Multi-Thread/Parrallize the work that they do, while also having less Cache Misses due to Data Locality since Components on like-Entities are stored together in Tables. Better Designs, and Better Speeds, a win-win. P.S. Once Bevy gets Relations 🌈, you will never go back. 😉