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I recently discovered Bevy, and it's so much fun to play with.

I wouldn't be surprised if in 2-4 years, we see some fantastic, revolutionary indie game coded in Bevy that totally breaks the mold in some way. The next Minecraft, basically.

I say that because Unreal sucks for developers who like to code in text, want a fresh blank canvas, and don't want someone else making all the decisions about how gameplay should be created: Basically, the exact same type of person who's likely to make something really cool.

And Bevy's coded in Rust! Bevy gains all of Rust's safety, ergonomics, speed; yet it avoids pitfalls with some OSS Rust products: it doesn't overuse lifetimes or macros and is relatively easy to follow.

Plus, my understanding is that Bevy is way better at multithreading than Unreal and Unity; and consumer core counts just keep going up.

IMO, there's a big opportunity for someone(s) with resources to invest in Bevy's development somehow.



> And Bevy's coded in Rust! Bevy gains all of Rust's safety, ergonomics, speed; yet it avoids pitfalls with some OSS Rust products: it doesn't overuse lifetimes or macros and is relatively easy to follow.

Just uhhh... don't look at the core ECS implementation, haha. There's probably no other concentration that much use of unsafe in the entire Rust ecosystem, outside of the stdlib. Could always use some more eyes scrutinizing the design and API surface there. I'm saying this as someone who's wrote most of the optimizations to the ECS in the past 3-4 releases. Definitely have introduced (and fixed) my fair share of undefined behavior bugs due to hyper-aggressive use of unsafe.


Right, but at least as a user you're not subject to those pitfalls in your own code.


I've been using Bevy recently, and definitely have the same feeling around future potential.

Being designed for ECS first should in theory open up a lot of potential for optimizations well beyond traditional OO game engines. You can already see that many parts of the game loop/workflow is parallelized.

I've been rendering procedurally generated chunks via Bevy's task system, and it's pretty insane how fast it is. Can generate meshes from millions of (live function queried) points and render the results with lighting, etc in a second or so leveraging SIMD and threading.

Rust really feels like the ideal language to replace C/C++ for gamedev.




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