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by jms55
571 days ago
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> My impression of Bevy hasn’t always been the greatest for a number of reasons but I could possibly be convinced to see the light on this one! As one of the Bevy contributors, I'd love to hear what you didn't like in the past, and what you liked from this release. User feedback is super useful - I don't see the same set of pain points most users see since I work on the engine internals. In general building a game engine is an _extremely_ large task - we're under no illusions that we're going to get it perfect the first time, or even the first few rewrites. But I'm fairly confident in the long term direction of the project, and the community we built and amount of developers contributing means I'm confident that we'll get there eventually :) |
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One issue that I always had with Bevy's development direction was how it felt a bit incongruent in a way. Like we get all these advanced rendering features but the boring basics are only slowly getting added. But of course it makes sense, its much more fun to work on a super advanced state of the art virtual geometry renderer (that is very impressive stuff) than it is to work on the boring parts.
I hope one day the foundation gets proper funding and can fund development with a clear focus and direction like the Blender foundation.
Why this release feels somehow different is because there are many mundane, boring but very foundational features added, like sorry but I do not give a fuck about chromatic aberration, but I do care about required components, animation masks, additive blending and events, box shadows, cosmic text, ui scrolling, interpolation functions and event propagation / bubbling.
Take the only now added animation masks, what use is an engine that supports visualized geometry (added in previous release) rendering but I can't render the hand movements of a character separate from the body? That's what I mean by incongruent, its not meant as a criticism, that's just how open source works of course but its still frustrating sometimes.
For the things still missing, for example: declarative scenes (in the works with BSN), asset streaming and pipeline events, (proper) rich text rendering, pointer and text selection events to name a few.
So seeing these "boring" things slowly getting added with each release also makes me very optimistic for the future of Bevy!
(notice how I didn't even mention the editor ;)