Some real solid improvements to the engine in this update, can't wait to try some of them out. @hungariantoast are you working on something using Bevy, or are you just following it's development?
Some real solid improvements to the engine in this update, can't wait to try some of them out. @hungariantoast are you working on something using Bevy, or are you just following it's development?
I am creating a prototype for a game idea with Bevy. So far it's going well. I like Rust and the ECS pattern, so Bevy has been great for me. I previously tried to build the same prototype with...
I am creating a prototype for a game idea with Bevy. So far it's going well. I like Rust and the ECS pattern, so Bevy has been great for me. I previously tried to build the same prototype with raylib and C++, but it was more challenging and less fun.
The new scene notation and resources as components are cool, and certainly more important in the long run. However, for me, the most immediately exciting things from this release are the infinite grid and diagnostic overlay.
I really wanted an infinite grid in my project for a while now, but they're surprisingly tricky to implement correctly. Having it built into the engine is nice.
I am going to use the diagnostic overlays for so many things. My project has some brain melting "space math". Custom in-game diagnostic windows that I can use to track values and sanity check my code while it runs is going to be so much nicer than relying on terminal output.
I am! I've had an idea for a voxel based RTS kicking around for over a decade. I started a prototype in LWJGL but never got it to a playable state : https://github.com/Omnicrola/voxel-cascade So I...
I am! I've had an idea for a voxel based RTS kicking around for over a decade. I started a prototype in LWJGL but never got it to a playable state : https://github.com/Omnicrola/voxel-cascade
So I decided to use that idea as a motivator to learn Rust as well as learn how best to use Claude in a large long-running project. It's been helpful to learn how to scaffold the AI and keep it focused, and where it's blind spots and limitations are. It took several steps to ensure it stopped relying on it's own training data for how Bevy works and instead always go check the current API in the crates. It also tends to get stuck thinking when trying to reason about geometry until it hits context collapse. I had to give it very explicit and redundant instructions to instead make a guess and show me the visual result and I'll tell it if it's correct or not.
Anyways, the game itself is a fairly standard Starcraft inspired 3-faction RTS where the defining feature is you can alter the terrain. So builders can build buildings, but also excavate and construct the terrain. Sufficiently powerful weapons will also destroy terrain. Specific units specialize in tunneling, and others have subterranean countermeasures.
So far I've got the terrain system working, as well as unit pathing and basic combat. Currently working on the basic UX for designating areas of the terrain for builder units to construct/deconstruct without the player having to select voxels 1 by 1.
Some real solid improvements to the engine in this update, can't wait to try some of them out. @hungariantoast are you working on something using Bevy, or are you just following it's development?
I am creating a prototype for a game idea with Bevy. So far it's going well. I like Rust and the ECS pattern, so Bevy has been great for me. I previously tried to build the same prototype with raylib and C++, but it was more challenging and less fun.
The new scene notation and resources as components are cool, and certainly more important in the long run. However, for me, the most immediately exciting things from this release are the infinite grid and diagnostic overlay.
I really wanted an infinite grid in my project for a while now, but they're surprisingly tricky to implement correctly. Having it built into the engine is nice.
I am going to use the diagnostic overlays for so many things. My project has some brain melting "space math". Custom in-game diagnostic windows that I can use to track values and sanity check my code while it runs is going to be so much nicer than relying on terminal output.
Are you using Bevy for anything?
I am! I've had an idea for a voxel based RTS kicking around for over a decade. I started a prototype in LWJGL but never got it to a playable state : https://github.com/Omnicrola/voxel-cascade
So I decided to use that idea as a motivator to learn Rust as well as learn how best to use Claude in a large long-running project. It's been helpful to learn how to scaffold the AI and keep it focused, and where it's blind spots and limitations are. It took several steps to ensure it stopped relying on it's own training data for how Bevy works and instead always go check the current API in the crates. It also tends to get stuck thinking when trying to reason about geometry until it hits context collapse. I had to give it very explicit and redundant instructions to instead make a guess and show me the visual result and I'll tell it if it's correct or not.
Anyways, the game itself is a fairly standard Starcraft inspired 3-faction RTS where the defining feature is you can alter the terrain. So builders can build buildings, but also excavate and construct the terrain. Sufficiently powerful weapons will also destroy terrain. Specific units specialize in tunneling, and others have subterranean countermeasures.
So far I've got the terrain system working, as well as unit pathing and basic combat. Currently working on the basic UX for designating areas of the terrain for builder units to construct/deconstruct without the player having to select voxels 1 by 1.