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Curious if anyone here has tried Bevy (Rust game engine).

Godot has a beautiful editor and great tooling for a free engine ... but I worry about the choice of C# and GDScript as the expected way for devs to interact with the project (what if performance is a concern or you need to develop some low-level features).

Another post in this thread said the C++/native interface was not great and difficult to work with. And C++ even in the best of times is not my favorite thing to work in.



I looked into this, but it seems most gamedev communities I asked, say Bevy isnt great, and everyone seems to be recommending Fyrox instead. No clue if it actually is, just parroting what I have been told.

Either way, I don't think either is ready for prime time as its still early development.


I've been following Bevy for a while and it looks incredibly well-thought out. One of my favorite YouTubers (https://www.youtube.com/@Tantandev) often does Bevy projects and doesn't gloss over the code and goes to explain why Rust is a great choice for the ECS that Bevy provides.


Bevy came up on /r/rust_gamedev a little while back. The general sentiment seemed fairly negative, with comments that you either do things Bevy's way or the highway.

https://www.reddit.com/r/rust_gamedev/comments/13wteyb/is_be...


A lot of the consensus there seems to come down to

1. the engine isn't stable and has breaking updates (why does that sound familiar...)

2. ECS is hard to learn and Bevy is too strict with ECS.

It's hard in the same way OOP is hard, I guess. But it's just that: a paradigm. It's harder to google because ECS is a specific paradigm for applications that want to follow data oriented design. If you don't care about that, then you lose all that benefit and google-ability for not much gain.

I guess that's just the state of FOSS game engines right now. People basically just want Unity/Unreal without the copporate overlords. But while oppressive, they also did fund the engineers to make those solutions so attractive to begin with. You'll inevitably get your hands dirty if you go of those smooth UE/Unity roads. Especially if you're choosing an up and coming language like Rust on top of all things.


Bevy is even more immature than Godot. It doesn't even have an editor and its reliance on webGPU leaves a lot of platforms in the dust.


As a Bevy dev - what platforms? We support Vulkan, DirectX12, Metal, WebGPU (with a bit more limited features), and WebGL2 and GLES 3 (with a decent amount more limited features and performance).


Older devices. GLES 2 and DX9 to 11 mainly.


I double checked, and our rendering library _does_ partially supports DX11, as well as Angle, which lets you run the GLES3 backend on top of Angle on top of GLES2/DX11. They tend to be fairly buggy and incomplete, though. Arguably only usable for simple 2D games.

There's been no real demand or contributors to improve it, but it's open source so there's no reason you or anyone else could stamp out the bugs https://github.com/gfx-rs/wgpu#supported-platforms.


Playstation for example.


Bevy is open-source, so there will not be any public GNM (or whatever they call the PS5 graphics API) bindings for playstation support.

Besides, for the scale of games currently coming out of Bevy, you should be able to use Vulkan to pipe your game into a PS port.


It is still GNM and GNMX, Playstation doesn't no Vulkan, and I am quite sure that just like with MoltenVK and DXVK, not everything can be mapped in a transparent way.


That's kinda a Sony problem. The best an Open Source project can do is build HLSL/SPIR-V IR and let you do the rest yourself. I don't really know what you're asking for besides that, it's how things have been since the PS4 launched.




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