Recent submissions

Comment · 2 years ago
And I know people that have used bevy to make games and liked it more than any other engine they tried before. Many people are already using it in production, there's also multiple games built with bevy released on steam with many more in progress.

It's completely expected that it doesn't click for everyone, but I don't get why you are framing it as if hitting a brick wall is the only experience that people have when making games with bevy. Plenty of people just don't like the ECS model. That doesn't mean that bevy is bad. It's just not for them. We are lucky enough that there's a great alternative in the rust gamedev ecosystem like Fyrox for those people. It doesn't have to be a competition.

Comment · 3 years ago
The UI framework will be bevy_ui just like godot uses godot ui library. What needs to be done is improve it so it can actually work for making a complex app.
Comment · 3 years ago
Bevy does have plenty of documentation here: https://docs.rs/bevy/latest/bevy/

What's missing is tutorial type documentation, but individual features are generally documented.

Comment · 3 years ago
Well I guess you've just been very lucky.

I've seen a codebase where half the features were implemented by inheriting the controller class and adding some behaviour and then that wqs wrapped in another layer adding more behavior. It had about 5-6 layers of that. I guess it's not 10 layers, but it was still extremely shitty code that was very not fun to deal with.

Comment · 3 years ago
I don't understand why you consider loops an abstraction. They are some of the most basic building block.
Comment · 3 years ago
There's rayon, which in my opinion makes writing multi threaded code even simpler than openmp. It's also nice that it doesn't rely on any compiler feature. It's just a library.
Comment · 3 years ago
It's one of the thing that annoys me the most about these discussions. The best language to prototype in is the one you know the most. For me and probably for you too, that's rust. So it's trivial for me to start a new project and have everything I need very quickly. With pretty much any other languages I need to relearn some syntax or apis which is a massive waste of time when prototyping.
Comment · 3 years ago
Rome is not a runtime and picking one depends on your use case and personal preference about certain features.
Comment · 3 years ago
Why is that odd? Why are you even talking about a rabbit?
Comment · 3 years ago
I don't think using Task is better either. I was just replying to OP saying to just use unix tools. Unix tools aren't cross platform so they aren't a good build tool either.
Comment · 3 years ago
UNIX might be standard but it doesn't make it cross platform. You might not like it but a lot of people develop on windows. Build tools that assume a unix environment is present aren't a solution.
Comment · 3 years ago
Using my thumb to press alt sounds crazy to me. It's incredibly uncomfortable compared to using ctrl with my pinky.

With that said I do agree that modern keyboards completely underutilize the thumb. This is why I love my split keyboard with a thumb cluster. I truly believe every keyboard should have a thumb cluster now. It's crazy that the default is to waste 2 fingers like that.

Comment · 3 years ago
Unused variables just generate warnings. It will still compile.
Comment · 3 years ago
I use vivaldi because of the tab stack feature and until firefox gets support for something close to it I just can't switch. I tried to browse the web without it but I always come back to vivaldi. I have a tab hoarding problem and it's the only browser that actually makes helps me manage it.
Comment · 3 years ago
While OpenGL support isn't a main target, the fact that it breaks with 3D is unexpected. Many features won't work but it should definitely be able to render the pbr shader in 3d.

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