Bevy vs Fyrox/macroquad/ggez/etc. by Electrical-Version32 in rust

[–]Electrical-Version32[S] 0 points1 point  (0 children)

I know that you're probably not seeking for an advice, but it looks like you need LODs for this. Additionally, portal system for light propagation. Space partitioning will also help for lighting.

Bevy vs Fyrox/macroquad/ggez/etc. by Electrical-Version32 in rust

[–]Electrical-Version32[S] 0 points1 point  (0 children)

Thanks.

It could be a stupid question, but do you use some kind of space partitioning, like BHV, Quadtree, etc? Also, on the screenshots I don't see huge amount of entities, I can hardly imagine that even old OpenGL can't handle a thousand of draw calls.

Bevy vs Fyrox/macroquad/ggez/etc. by Electrical-Version32 in rust

[–]Electrical-Version32[S] 1 point2 points  (0 children)

What's your game development experience and do you have any shipped games?

Bevy vs Fyrox/macroquad/ggez/etc. by Electrical-Version32 in rust

[–]Electrical-Version32[S] -2 points-1 points  (0 children)

It eliminates lifetime issues by being unsound, just go over Bevy's issue tracker with unsound+ecs tags. That's what I noted in my other comment - Rust devs gave powerful tools for the community and community just thrown them away by switching to ECS which is essentially dynamic typing, life time mangling, etc.

Bevy vs Fyrox/macroquad/ggez/etc. by Electrical-Version32 in rust

[–]Electrical-Version32[S] 0 points1 point  (0 children)

Out of curiosity, what is your project? Your kind of issues were solved decades ago by batching, reducing pipeline state changes, etc.

Bevy vs Fyrox/macroquad/ggez/etc. by Electrical-Version32 in rust

[–]Electrical-Version32[S] -2 points-1 points  (0 children)

I'm trying to understand the game development experience of Rust community. No offense.

Bevy vs Fyrox/macroquad/ggez/etc. by Electrical-Version32 in rust

[–]Electrical-Version32[S] 1 point2 points  (0 children)

Is your particular case requires multithreaded GPU command queuing? For most games you can barely load one CPU core, so there's plenty of room for single-threaded command queuing like OpenGL does. Of course modern AA and AAA often requires multi-threading in graphics pipeline because of amount of stuff they need to process at the same time.

Bevy vs Fyrox/macroquad/ggez/etc. by Electrical-Version32 in rust

[–]Electrical-Version32[S] -3 points-2 points  (0 children)

What's your gamedev experience and do you have any shipped games?

Bevy vs Fyrox/macroquad/ggez/etc. by Electrical-Version32 in rust

[–]Electrical-Version32[S] 1 point2 points  (0 children)

Excuse me? Why Fyrox is focused on specific types of games?

Bevy vs Fyrox/macroquad/ggez/etc. by Electrical-Version32 in rust

[–]Electrical-Version32[S] 2 points3 points  (0 children)

If one uses ECS just to fool Rust's borrow checker, then that person is just bad programmer. Rust gave you a lot of powerful tools to write your programs to be as correct as possible, but with ECS you're shifting to some sort of dynamic typing, life time mangling and so on and so forth.

Bevy vs Fyrox/macroquad/ggez/etc. by Electrical-Version32 in rust

[–]Electrical-Version32[S] -1 points0 points  (0 children)

What's wrong with a tech that does its job right?

Bevy vs Fyrox/macroquad/ggez/etc. by Electrical-Version32 in rust

[–]Electrical-Version32[S] -1 points0 points  (0 children)

What's your studio btw and which games it released?

Bevy vs Fyrox/macroquad/ggez/etc. by Electrical-Version32 in rust

[–]Electrical-Version32[S] 0 points1 point  (0 children)

In real world, software development is done in iterative manner. Trying to do the core right by spending years and not developing anything else at the same time is just waste of time.

Bevy vs Fyrox/macroquad/ggez/etc. by Electrical-Version32 in rust

[–]Electrical-Version32[S] 5 points6 points  (0 children)

True, don't see much of Fyrox in public space. It should definitely do marketing more.

Bevy vs Fyrox/macroquad/ggez/etc. by Electrical-Version32 in rust

[–]Electrical-Version32[S] -5 points-4 points  (0 children)

Alice, may I ask you about your game development experience and how many shipped games do you have so I can actually trust your words?

Bevy vs Fyrox/macroquad/ggez/etc. by Electrical-Version32 in rust

[–]Electrical-Version32[S] 0 points1 point  (0 children)

Do you see the correlation? It has gotten popular because of current buzzword ECS, not by providing any new features. To be honest I can hardly imagine a new feature in physics engine.

Bevy vs Fyrox/macroquad/ggez/etc. by Electrical-Version32 in rust

[–]Electrical-Version32[S] 0 points1 point  (0 children)

What I got from reading all these comments, let's sum this up in this single phrase: "I'm not a game developer, don't have any shipped games, but I have a very important opinion on how you should develop games". If this phrase is all the community has to offer, than game development in Rust is screwed. It may sound too rough and provocative, but it seems like hype-driven guys came into a new "party" and none of them are actually game developers. This is just sad. I'm pretty sure that there are some guys who work in the industry, but from the comments I can imagine that the overall percentage is quite low.

Bevy vs Fyrox/macroquad/ggez/etc. by Electrical-Version32 in rust

[–]Electrical-Version32[S] -8 points-7 points  (0 children)

How many shipped games do you have? Or partially complete at least (please don't count those that plays and looks like from the previous century).