- cross-posted to:
- bevy
- cross-posted to:
- bevy
Bevy is a fun, cozy game engine to play with if you’re looking for something very flexible that implements some surprisingly advanced features. things I like:
- it’s all rust, which is an advantage for me and the chemical burns I have from handling the dialect of C++ a lot of older game engines used to be written in
- it implements a flexible entity component system, which I found pretty great for specifying game and rendering logic for things like roguelikes and simulations, where multiple game systems might interact in dynamic ways
- the API is very cozy and feels like querying an extremely fast database at times
- it’s a lot lower level than something like Unity or Godot, but you get some pretty advanced rendering features included
- the main developer seems to have a lot of industry experience and a solid roadmap
deleted by creator
it was quite fast last time I used it, but that was a few major versions ago and I wasn’t exactly pushing any limits in terms of complexity
generally speaking, raw ECS performance is never much of a bottleneck for most games. rendering is definitely a much bigger deal, but the remaining poster in that Reddit thread was too busy being toxic to make much of a coherent point in that direction
I’d definitely love to see a non-synthetic comparison between Bevy, Unity ECS, Godot, and other engines — that is, something roughly game-shaped implemented in all of them, with impressions on the tradeoff between developer ergonomics, flexibility, and performance that comes with using each engine. if nothing like this exists right now, it might actually be a fun project to start in lieu of a game idea