Hacker Newsnew | past | comments | ask | show | jobs | submitlogin

I've tried Bevy v0.5 and it was very immature (as a matter of fact, all the Bevy "games" are single-screen). By looking at the release notes, it's not clear if it now supports OpenGL, which means that on some setups, it's not even possible to run correctly at all.

It may be fun to write a hello world, but in this case, there are much easier (and more stable) engines.

A typical setup if VSCode + Rust Analyzer. RA wasn't very stable around 6 months ago, but it was stable enough to be used regularly.



What do you mean by single screen? There's no technical reason for that to be the case and there are already games that have multiple screens, even past the basic main menu + main game loop ones. You can find multiple functioning and fun, if small, games here https://bevyengine.org/assets/#games.

> it's not clear if it now supports OpenGL

Why do you need opengl when you have support for D3D, Vulkan, Metal, OpenglES, and WebGL2? What amount of the market are you missing?

The reason you don't see many Bevy games is 1) yes, it's new and relatively immature and 2) it takes a long time to make a game. That said, I've had a lot of fun building out a tbs game with it and have been very impressed with the foundation so far. On top of that you get to write in Rust which for me is a huge productivity boost when compared to writing in say C# for Unity, but that's subjective.


> What do you mean by single screen? There's no technical reason for that to be the case

I've programmed on v0.5, and SystemSet, which is the base for state management, was very immature - it didn't even work with FixedTimeStamp (because they will compete on RunCriteria); I think it's this one: https://github.com/bevyengine/bevy/issues/2233.

I've tried implementing multiple states in a game, and it just didn't work. And I don't even know if it was a bug in my code or in Bevy, because state support is not stable, and the documentation is lacking.

Without proper state management, you'll end up running either a large amount systems, or fewer systems, with code for all the cases inside.

Due to the problematic RunCriteria design, even synchronous assets loading is problematic. There is a plugin for that, but what if another plugin causes RunCriteria conflicts? Who knows.

> Why do you need opengl when you have support for D3D, Vulkan

Because Vulkan may be broken for one reason or another, and then one ends up with a system where OpenGL is not supported, and Vulkan doesn't work. My (modern) system is such case.


> Why do you need opengl when you have support for D3D, Vulkan, Metal, OpenglES, and WebGL2? What amount of the market are you missing?

My take: Software isn't used exclusively on new computers.

I was just reading a forum thread full of complaints that a certain emulator won't work on 4th-gen i5 laptops. I want the software I write to be accessible to owners of machines at least as old as that, and I hope I can do that with Bevy.


Bevy is still in its very early days. Using their limited development time to develop for what is already today old hardware doesn't make much sense considering its peak is likely another 5+ years in the future. By the time Bevy is very mature, the hardware that is only able to run OpenGL will be even less relevant and a very small niche.

That being said, as far as I know Bevy is modular enough to write third party render backends. If it keeps growing, I'm sure someone will do that.




Guidelines | FAQ | Lists | API | Security | Legal | Apply to YC | Contact

Search: