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Bevy 0.15 released

66 points| GenericCanadian | 1 year ago |bevyengine.org

19 comments

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_cart|1 year ago

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

lyu07282|1 year ago

I'm not quite sure why, but this release feels special, there are a ton of new features that I'm really excited to try out. All kinds of applications for the remote protocol even beyond the editor or games.

Two questions: is there any timeframe on the new declarative scene system (BSN)? and if mod_picking was moved into bevy itself, are there any plans to do the same with xpbd or rapier in the future?

esperent|1 year ago

Bevy keeps coming up on my radar, and I wish you guys the best! It's a huge undertaking.

Do people need to learn Rust to use the engine? Or is/will there be the option of scripting in a simpler language?

Do you get much in donations? Corporate or individuals?

Also do you have a transparency page that details how you spend donations?

I'm always more confident in donating to projects that have one.

brendyn|1 year ago

As a casual onlooker, reading blog posts here and there, it's evident the topic of Rusts' suitability for game development is a hot topic of discussion and research. Sometimes it feels there is a sort of existential dread coming with the thought that Rusts' design maybe simply makes it too much of a pain in the long run in attempt to force code to comply with it's required way of thinking.

Do you ever find yourself wondering if its the right path to commit to for future games?

binary132|1 year ago

Wow. This seems like a really huge and impressive release, honestly. My impression of Bevy hasn’t always been the greatest for a number of reasons but I could possibly be convinced to see the light on this one! Kinda wish there was a C API though.

jms55|1 year ago

> My impression of Bevy hasn’t always been the greatest for a number of reasons but I could possibly be convinced to see the light on this one!

As one of the Bevy contributors, I'd love to hear what you didn't like in the past, and what you liked from this release. User feedback is super useful - I don't see the same set of pain points most users see since I work on the engine internals.

In general building a game engine is an _extremely_ large task - we're under no illusions that we're going to get it perfect the first time, or even the first few rewrites. But I'm fairly confident in the long term direction of the project, and the community we built and amount of developers contributing means I'm confident that we'll get there eventually :)