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by echelon 1127 days ago
Thank you so much for this answer!

This question might be a little less fair -- what's the state of Bevy vs Fyrox?

And if you have a guess, how long will animation and editor support take? A wild guess is fine (though if you break out animation a bit, I'd be grateful).

1 comments

Fyrox definitely has a better end-to-end feature offering right now, but I personally think Bevy has the stronger ecosystem.

Animation support is growing rapidly. I'm one of the two SMEs (subject matter experts) focused on this area, and we just rounded out the final parts of the animation composition RFC. I'm hoping to get that feature to land in 0.11, but may take until 0.12 to be fully available. There's also an open PR for animating morph targets, the primary other way of deforming meshes for animation, which I think should land in 0.11. I'm also working on inverse kinematics implementation, which should round out the core "animate to move things" features. More powerful animation features are likely going to be reliant on an editor going forward though.

The editor is definitely something we're pushing hard on. Cart recently just opened a PR rewriting the asset system to better support preprocessing and more complex asset interactions, something we desperately needed for the development of an editor. I'd like to say we'll break ground on the editor before Q3 of this year, but that might be an overaggressive target.

Fantastic context! Thank you!