| > 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. 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 ;) |
Here's to hoping we get more boring contributions in the future!
What is pipeline events though? I haven't heard of that, and google isn't bringing anything up.
P.S. I'm actually the author of the virtual geometry feature, so that was a particularly well chosen example :)