Re:Bevy 0.7: data oriented game engine built in Rust
by lwansbrough on Friday April 15, 2022 @03:43PM
(#31044867)
Something isn’t always better than nothing. When it comes to networking, I personally think it’s better to give people who are new to the space a lay of the land before letting them choose a path. For instance, in your example: is that information sent reliably or unreliably? Why one way or the other? Would your answer change for a different piece of data? All those questions are relevant and often worth asking up front, depending on what type of game you’re developing.
[ Parent
| on HN ]
Re:Bevy 0.7: data oriented game engine built in Rust
by andrewmcwatters on Friday April 15, 2022 @06:28PM
(#31046688)
I think this is a weak answer. Too many engines simply do nothing and provide you at best raw sockets. That's not a solution, and most of the time people use arguments like this, and they're not valuable, either.
It's like saying "The problem is difficult," it doesn't inform anyone and no one learns from it.
Further, most advanced engines simply allow you to construct payloads and `setReliable( true/false )` or something similar.
Re:Bevy 0.7: data oriented game engine built in Rust
by reitzensteinm on Friday April 15, 2022 @07:02PM
(#31047010)
I have looked through the source to both your engine and Bevy.
It's nice that you've found your niche, but Bevy attempting to follow would be a big mistake.
The abstractions you use work OK in a world where everything looks like Quake, but they're simply not universal.
An engine like yours should be built on top of Bevy, it shouldn't be part of Bevy.