I hear Rust being slow to compile is their biggest gripe, but really - look at what you’re gaining for the slowdown!
Bevy gives you a very nice ECS to model your app but compilation can be slower than hand crafted code, while not using it gives you tonnes more code and the complexities that come with it, just to compile faster?
I don’t know what you mean by, “just to compile faster.” Compiling fast is critical to game development. There’s no formula for fun so you have to iterate extensively.
I also don’t think that other solutions are “tonnes more code.” Any code will explode in size if poorly written. The same is true for bevy.
Compile times are my biggest struggle, too. I'm vibecoding Bevy with parallel agents, and the bottleneck is often compiling the changes on my 7950X, not getting Codex to write them.
As far as file sizes go, I'd be really interested in how a Rust compiler that didn't monomorphize so much would perform. Right now you have to modify the source code to write polymorphic generic functions, but it doesn't strictly have to be that way (at least as far as I can see).
I wouldn't use Bevy for a web only game either, especially while it's still single threaded on WASM.
Those of us unfamiliar with Bevy can deduce what it might be, but it would be really nice if your introduction included at least a link titled "Bevy game engine" which links to bevy.org.
Then your unfamiliar readers can first hop to bevy.org to see what it's all about.
> These guides are up to date with Bevy version 0.18
This is huge, thanks. Unfortunately many Bevy resources became stale (the Bevy cookbook was even abandoned, there was little interest in keeping it up to date and so there were many sections for, say, Bevy 0.12)
This site is excellent. I emailed the author to thank them after reading it cover to cover, and they replied and asked if anything was unclear or if there was anything I wanted to see explored more.
My problem with bevy isn't the basics, but the architecture. I always feel like I'm making wrong decisions on if something should be a component or a field, and how it interacts with other stuff in systems. I just feel like I'm making an unmaintainable mess, but I'm not sure how it could be improved.
This has been on my list to kick off for a while. From previous times I looked at it, these tutorials are the only text based tutorials that are really kept up to date. Love it
Thank you. Not many free and in-depth resource for Bevy engine. Mostly are paid ones. I am surprised that you switch from Ruby to Rust.
Seems a different beast to me.
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I built a few games in WASM and was shocked to see many of the bevy variants larger than the Unity versions.
There’s definitely a market for rust game engines but it seems that no one’s hit the sweet spot yet.
Bevy gives you a very nice ECS to model your app but compilation can be slower than hand crafted code, while not using it gives you tonnes more code and the complexities that come with it, just to compile faster?
I also don’t think that other solutions are “tonnes more code.” Any code will explode in size if poorly written. The same is true for bevy.
That's a single data structure. People say binaries start at 50 MB for a hello world program and 700 MB for the debug binaries.
https://old.reddit.com/r/bevy/comments/16wcixk/cant_figure_o...
As far as file sizes go, I'd be really interested in how a Rust compiler that didn't monomorphize so much would perform. Right now you have to modify the source code to write polymorphic generic functions, but it doesn't strictly have to be that way (at least as far as I can see).
I wouldn't use Bevy for a web only game either, especially while it's still single threaded on WASM.
- could someone kindly share some resources on c++ game development
- here is what i have
- https://gamedev.net/tutorials/
- https://shader-learning.com/
- https://learnopengl.com/
- https://shaderacademy.com/
- https://www.gabrielgambetta.com/client-server-game-architect...
- https://github.com/0xFA11/MultiplayerNetworkingResources
- just a headsup, i am looking for 3D game development without unreal, unity , godot or any of those engines
Then your unfamiliar readers can first hop to bevy.org to see what it's all about.
> These guides are up to date with Bevy version 0.18
This is huge, thanks. Unfortunately many Bevy resources became stale (the Bevy cookbook was even abandoned, there was little interest in keeping it up to date and so there were many sections for, say, Bevy 0.12)
Already seems like a great resource to me but it's still WIP.
Quite the dedication to a free resource!