Re:Bevy 0.7: data oriented game engine built in Rust
by hnuser123456 on Friday April 15, 2022 @03:31PM
(#31044716)
Wow, I wish I stayed closer to gamedev. I would love to see (MP) VR dev made more accessible. The Source2 used in HL:A doesn't support MP (and still has many missing tools), and the Source2 used in SteamVR environments is very barebones and an earlier version of the engine. It looks like Garry's S&box is going to be the "most-feature-complete" version of Source2 for modding/additional development. Using Unity for VR seems silly if not used for VRchat where the social scene already is, unless making a new unique standalone title from near scratch. Using UE5 seems tempting, if a bit corporate, but I'm not sure how far their VR/VR-MP integration is, plus UE5 seems overly heavy for VR on typical hardware.
Once it's not prohibitively expensive to run raytracing in VR, we're going to see some cool stuff.
I'm also the author of Planimeter's (previously Team Sandbox's) Half-Life 2: Sandbox reference implementation, which was the first Source engine game to use LuaJIT.
We also ported the base code to allow users to use Lua in other games as a Valve Server Plugin. It relied heavily on reverse engineering.