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Re:Bevy 0.2 by _cart on Saturday September 19, 2020 @09:10PM (#24531314)
Lead developer here. Feel free to ask me anything!
Re:Bevy 0.2 by mechaxl on Saturday September 19, 2020 @10:07PM (#24531495)
Maybe I'm missing something looking at the examples on github, but is there an "end-to-end" example?

I'm interested in seeing an example that has main/pause/settings menus, for example.

Re:Bevy 0.2 by _cart on Sunday September 20, 2020 @01:46AM (#24532136)
We don't really have a good end-to-end demo at this point. We're still building out some of the "core" pieces of state management (namely the Scene system, which works in the current form but isn't fully featured yet). In general transitions between menus/levels will happen via Scene transitions (similar to how godot handles it).

You can also adopt a `enum State { Menu, InGame }` Resource pattern, then have your systems key off of that state where necessary.

Re:Bevy 0.2 by brobinson on Saturday September 19, 2020 @09:39PM (#24531401)
No question, but thanks for fixing the CPU usage issues. Only seeing 0.4% CPU usage on the breakout example in release mode now. (credit to the rayon developers as well)
Re:Bevy 0.2 by _cart on Sunday September 20, 2020 @01:43AM (#24532125)
I'm glad it worked for you! All credit goes to @lachlansneff and @aclysma. They really did a great job here :)
Re:Bevy 0.2 by mkesper on Sunday September 20, 2020 @02:29AM (#24532286)
Is a roadmap available in some flat list? The roadmap feature at Github gives no good overview "at one look".
Re:Bevy 0.2 by _cart on Sunday September 20, 2020 @05:29AM (#24532890)
Github issues/roadmaps are the source of truth for the project. I totally get that its not as easily digestible as a well formatted document, but anything that isn't directly tied to the backlog is immediately out of date the second we add/remove/update something.

Adding a separate document and committing to keeping it up to date is more work than I'm willing to do right now. I've made myself a project management bottleneck in the short term, which means I need to optimize as much as I can.

Re:Bevy 0.2 by macawfish on Saturday September 19, 2020 @09:54PM (#24531453)
Will this allow for async systems?
Re:Bevy 0.2 by wwright on Sunday September 20, 2020 @12:31AM (#24531905)
Don’t systems normally want fairly tight bounds on when they execute and how long? (Genuine question)
Re:Bevy 0.2 by _cart on Sunday September 20, 2020 @01:42AM (#24532121)
We are considering async systems, but in general I do think that allowing them to suspend execution across frames would be undesirable (at least as a default).
Re:Bevy 0.2 by wwright on Sunday September 20, 2020 @09:03AM (#24533771)
What kind of use case would want to suspend within a frame?
Re:Bevy 0.2 by macawfish on Sunday September 20, 2020 @10:15AM (#24534177)
Well, I know I just want to be able to poll futures from a system.

There's a rust FRP library called futures-signals that would be really useful for taking input from a controller and transforming it into high level, meaningful streams. I'd like to react to those streams. I don't think they'd take multiple frames to poll, but even if they did I wouldn't mind too much.

(I'm new to both rust and ECS so if you have a suggestion for how to approach this problem differently, I'd love to hear it)

Re:Bevy 0.2 by mikelpr on Saturday September 19, 2020 @10:30PM (#24531563)
comparison to amethyst?
Re:Bevy 0.2 by rudedogg on Saturday September 19, 2020 @10:40PM (#24531591)
Check out his post here (https://community.amethyst.rs/t/bevy-engine-addressing-the-e...)

He goes into a lot of the differences.