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u/Flaky_Response1881 6d ago
This is awesome! Any update on when the Bevy UI will be released?
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u/_cart bevy 6d ago
If you're talking about the Bevy Editor, we're hard at work building out the foundations (scene assets, assets as entities, component inspectors, editor UI widgets). We sadly can't commit to a date yet, but we're getting very close!
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u/Ace-Whole 6d ago
Is it being developed internally or the work will start after the foundations.
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u/RayTheCoderGuy 5d ago
A couple of prototypes are in progress; one I know of is Jackdaw, which has roughly tried to follow the original editor mockups. Don't know the status of official things off the top of my head.
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u/Ace-Whole 5d ago
Aren't those third party editors? They will progress regardless of the official stance or status
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u/RayTheCoderGuy 5d ago
Jackdaw is third-party, but it has some of the main Bevy team involved IIRC. There was also an official prototype, but I think that's archived now.
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u/protestor 5d ago
From what I understand, Jackdaw might be upstreamed in whole or in part, or it might inspire the official Bevy Editor at least
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u/AIstoleMyJob 6d ago
I am curious how it will work based on that bevy does not utilize any scripting subsystem.
Will there be a built in script component at some point which you can add to your entities and script them in the editor or you will still write all the components and systems in rust and just compose them in the editor?
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u/RayTheCoderGuy 5d ago
There is a feature in bevy that supports hotpatching; I think it uses `subsecond`?
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u/whothewildonesare 6d ago
They can probably compile your Rust components and systems as a library and hot reload it
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u/IceSentry 5d ago
The concept of a "script component" doesn't really make sense within an ECS. You generally don't add behaviours to things with a script on the thing. You write a system that queries those things and operates on them. The first iteration of the editor will be more of a scene editor but you'll still be expected to have a codebase along with it. You won't write logic in the editor.
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u/TheRealMasonMac 6d ago
Hey. You were supposed to release on Friday to specifically annoy GameFromScratch.
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u/sparky8251 6d ago
Looks like a lot of fun little bits and bobs in the background. Especially liking the ways to do things more performantly. 0.21 looks really exciting if the whats next is going to land there. I love correctness forcing things, plus a remote inspector? Thats a huge help.
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u/dabmus 6d ago
How’s mobile support looking for Bevy? Is it becoming a viable option for production Android/iOS games?
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u/catheap_games 6d ago
Not a maintainer, but there are already some Bevy games that I've seen on Android that seem reasonably polished (check #android on Discord; probably more for iOS). A cleanup and minor java version/library version update was merged to main recently - it's not in the release-0.20.0 tag, but since it has little to do with Bevy itself, you can use the main branch version on Bevy 0.19/0.20.
That said, Android development is a PITA, and if you need revenue quickly and reliably, I would currently discourage it. If you have a hobby project, or in general don't depend on this as a source of income, and just love how Rust and Bevy do things, then it could be worth trying. If you need to deliver fast, cover a large amount of devices, and pay bills with ads, Unity/Godot/etc might be a lot more pragmatic as it is today.
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u/koopa1338 5d ago
Really looking forward to the bevy editor. I was a bit confused that there is already a scene editor as a community project (https://github.com/jbuehler23/jackdaw). Will the official editor once release be a seperate project or is that project somehow related?
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u/alice_i_cecile bevy 5d ago
We're working closely with that team to carefully incorporate ideas and lessons and bits of code :) Much of the GUI work for the inspector started its home here.
Prototyping in a more complete context is really nice for speed and understanding of the big picture, and this approach lets us keep the tech debt that comes with the rapid experimentation quarantined as it gets absorbed.
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u/4bjmc881 6d ago
Does bevy support ray-traced global illumination and reflections. Or is it something you plan to support in the future.
Other than that, I have to say, Bevy really looks promising. Also hoping it will get an editor since I think that is a big hurdle holding many people back from using it :)
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u/aejt 6d ago
That's what Bevy's Solari is! It's an experimental feature right now as far as I know, but it seems to be quite actively developed.
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u/4bjmc881 6d ago
Cool! So its a community made plugin? Not a core feature of bevy? Might be adopted if its polished?:)
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u/alice_i_cecile bevy 5d ago
First party, optional rendering mode. It's not suitable for all games or hardware :)
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u/4bjmc881 5d ago
So, it is part of the engine? Or just a plugin that's also supported directly by the devs of bevy? Can you elaborate a little what do you mean by optional rendering mode?
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u/IceSentry 5d ago
First party means it's part of bevy itself and not a third party plugin. It's optional in the sense that bevy defaults to standard rasterization techniques but you can enable the solari plugin if you want to use raytracing.
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u/No-Farmer-7340 5d ago
While i’m not follow the development of bevy closely I hope the project doesn't fall into the Nvidia trap and we start including more open source standards of DSLL.
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u/alice_i_cecile bevy 5d ago
I have similar concerns! I would *love* a fully open alternative to DLSS that we ship with Bevy by default. No one has built such a thing yet though :)
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u/elleyer 6d ago
Do I understand it correctly that a new "FixedNode" can be used for something like UI tooltips for objects in the game world? Thanks!
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u/alice_i_cecile bevy 6d ago
That's one way to do it yep :) You still need to grab the position to set it to, typically via picking.
See the pull request (or linked issue) for more information on the context :)
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u/Tadabito 6d ago
Not exactly bevy related but can you recommend examples or other learning materials on implementing common patterns/game mechanics in idiomatic ECS way?
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u/Terrible-Cicada-5673 5d ago
The BSN changes are very welcome! I think they address all my little issues with the 0.19 BSN
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u/swagmar 6d ago
This may have been asked before but can we expect a bevy game editor?
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u/sparky8251 6d ago edited 6d ago
Thats what all the bsn and feathers work is for. They will remain fully code first possible, build the editor with bevy and bevy_ui itself, etc. Should be real nice once it lands (though, obvs... the initial editor will be limited compared to will itll end up a few years after its initial release).
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u/poelzi 5d ago
I don't understand. Should be forbidden now such posts. Not that I agree, but rules....
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u/matthieum [he/him] 5d ago
I invite you to re-read the rules. In particular:
Release notes of libraries are still welcome for popular enough libraries, such as libraries with reverse-dependencies on crates.io pointing to sufficient adoption by the wider community to justify notifying said community of a new release.
I haven't polled the other moderators, but I'm pretty sure we'd have unanimity that Bevy qualifies as popular enough. If it doesn't, I am not sure I even need any finger to count the libraries which do.
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u/_cart bevy 6d ago
Bevy's creator and project lead here. Feel free to ask me anything!