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_cart | 1 year ago

Bevy's creator and project lead here. Feel free to ask me anything!

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_cart|1 year ago

Noteworthy: this was our first release that used our new Release Candidate (RC) process and automation to facilitate collaboration on the release blog post. Both of which were a great success! The quality bar of the release has been raised significantly: expect fewer bugs and faster 3rd party plugin updates!

r0n22|1 year ago

Any information you can provide on the automation for the release posting? This seems to be the hardest part for me.

mahulst|1 year ago

I know the latest UI update/plan is not released yet, but do you feel like you’ve discovered the way forward in that area? Or are there still lots of unknowns?

_cart|1 year ago

Yup! I've had 95% of the new design written out for weeks now. The last unresolved questions revolved around some scene inheritance details, which I've largely sorted. I've been distracted by release prep, but now that its out I should have this ready in short order. I'll note that the primary focus is rolling out the new scene system / format. This enables and improves UI use cases, but the reactivity bits are still being investigated (ex: check out the bevy_quill and bevy_reactor experiments).

alice-i-cecile|1 year ago

Outside of the core reactivity and scenes work, I'm really excited about the improvements in both text rendering and picking. I think both of those will make a huge difference in terms of usability and correctness.

Once those are a bit more stable, I'd like to target a focus system for UI, to enable good keyboard and gamepad menu navigation and to hook up to screen readers.

victorbjorklund|1 year ago

Probably been answered already (feel free to point me there) but how does Bevy compare with Godot (other than one might prefer Rust)? What type of game/situations would Bevy be much more performant where it matters?

alice-i-cecile|1 year ago

Bevy makes it much easier to write reasonably fast, easily maintained, refactorable code. It's great for situations where you have a lot of complex logic, want to do something particularly weird, or require a lot of non-rendering performance (Unreal still crushes us on rendering performance due to several decades and billions of dollars of investment).

Factory builder and simulation games are the classic example of "when should you use Bevy". You should absolutely pick Godot right now for games that are more content-focused that need a lot of level design: puzzle games, platformers, walking simulators...

chrisjj|1 year ago

Any idea why the WASM+WebGL examples fail on Android Chrome?