| > 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. |