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by mden
1626 days ago
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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. |
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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.