Bevy 0.13 -- Rust Powered Game Engine

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Gamefromscratch

Gamefromscratch

Күн бұрын

The Bevy open source rust powered game framework/engine just released Bevy 0.13. This release includes several new features including lightmap supporting (sadly no baking yet), voxel global illumination, primitive shapes support, dynamic queries, system stepping, new more realistic camera controls ( f stop, exposure, etc. ) and more. Of course its packed full of all the regular bug fixes you'd expect as well. There is also some talk about Bevy 0.14 development as well as the various WIP projects on creating a Bevy 3D editor, which is desperately needed.
Links
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Пікірлер: 146
@gamefromscratch
@gamefromscratch 5 ай бұрын
*Links* gamefromscratch.com/rust-powered-bevy-game-engine-release-0-13/ ----------------------------------------------------------------------------------------------------------- *Support* : www.patreon.com/gamefromscratch *GameDev News* : gamefromscratch.com *GameDev Tutorials* : devga.me *Discord* : discord.com/invite/R7tUVbD *Twitter* : twitter.com/gamefromscratch -----------------------------------------------------------------------------------------------------------
@user-wg2eh3iy5r
@user-wg2eh3iy5r 5 ай бұрын
Played with this engine for a bit a few months back but it's still young in its development cycle. Definitely something I'm going to keep an eye on though as it improves and matures.
@OlegLecinsky
@OlegLecinsky 5 ай бұрын
When it reaches version 0.3x, by an old Rust tradition, it will be abandoned and users will be referred to some new awesome project.
@user-wg2eh3iy5r
@user-wg2eh3iy5r 5 ай бұрын
@@OlegLecinsky That's a tradition that other languages have had with projects for a long time. Wouldn't say it's just rust.
@OlegLecinsky
@OlegLecinsky 5 ай бұрын
@@user-wg2eh3iy5r Other languages also have a tradition of having complete, finished products.
@da7e
@da7e 2 ай бұрын
​@@OlegLecinskyI don't think that's the case with this one. Cart started an organization to support the engine and they have some cash to pay for devs from what I've seen. Ofc everything can happen but fingers crossed this is an exception to the rule 😞
@OlegLecinsky
@OlegLecinsky 2 ай бұрын
​@@da7e I don't have my fingers crossed because I don't care after my experience with Rust. Ash v 0.37 to 0.38 - breaking changes. RawWindowHandle has versions 0.4 0.5 0.6 - breaking changes. Winit some versions ago - breaking changes, and they already have Winit Next in their Github repo list. And those aren't some small side projects but are supposed to be foundational frameworks for anyone writing cross-platform Vulkan code. Who in their right mind (aside from a handful of cultists, of course) would ever use a never ending rolling release platform which gives zero sh1t to backwards compatibility for development of something like games that tend to be supported for many years, and sometimes - decades?
@MiklosHajma
@MiklosHajma 5 ай бұрын
I think it's still an engine and not just a framework. It doesn't have to have an editor to call it engine as it contains all components (asset workflow, platform abstraction, graphics engine, additional modules like physics, etc.) which makes an engine.
@xymaryai8283
@xymaryai8283 2 ай бұрын
its still incomplete as a visual engine, but yep, its got everything that runs games under the hood
@mr.hashundredsofprivatepla3711
@mr.hashundredsofprivatepla3711 5 ай бұрын
0:09 I may not know enough about this engine but I have NEVER seen Bevy look *this* good. Really impressive
@thegoldenatlas753
@thegoldenatlas753 5 ай бұрын
the fact the best bevy game curently (Tiny Glade) uses a custom renderer should be a massive wake up call to bevy contributors.
@kai-.-man
@kai-.-man 5 ай бұрын
​@@thegoldenatlas753 It is important to know that Tiny Glade is a two person team, one of which is Tomasz Stachowiak. He previously worked at Embark, where he worked on their in-house render engine, and open sourced an experimental GI renderer called Kajiya. He has said on X that Tiny Glade's renderer is a sort of lite-Kajiya. So he basically is a rendering god, and has more to gain from writing his own custom stuff. There is a Kajiya plugin for bevy but it's not really in working condition. Bevy is also trying to create a basic universal renderer first. Being flexible and universal means it can't be as custom tailored as in Tiny Glade. They will add more options for global illumination in the future.
@mr.hashundredsofprivatepla3711
@mr.hashundredsofprivatepla3711 5 ай бұрын
@@thegoldenatlas753That wasn’t really what I was saying but I hope they sort this out.
@icesentry
@icesentry 5 ай бұрын
​@@thegoldenatlas753Tiny Glade uses a custom renderer because its made by one of the top graphics programmer in the world. They would have used a custom renderer in pretty much any engine. They didn't do it because of bevy's renderer lack of features. In fact we even use the tonemapper created by them and they frequently help us improve the renderer. I don't know what wake up call you think we need
@tomtravis858
@tomtravis858 2 ай бұрын
@@thegoldenatlas753 god forbid the people working on a project on their free time doesn't do everything perfectly.
@Jarl-Game-com
@Jarl-Game-com 5 ай бұрын
Nice video! Happy to see my game at 2:08
@ViktorEvil
@ViktorEvil 5 ай бұрын
The game looks amazing, how much experience did you have with rust before starting the project?
@Jarl-Game-com
@Jarl-Game-com 4 ай бұрын
@@ViktorEvil I did not have any experience in gamedev, but I started programming back in highschool around 2006-2007, so roughly 16-17 years
@ristopaasivirta9770
@ristopaasivirta9770 5 ай бұрын
I'm learning Rust with Bevy. Can't recommend it if you just want to make a game, but overall the engine has a great foundation and will keep learning it as it grows.
@not_herobrine3752
@not_herobrine3752 5 ай бұрын
comfy engine sounds like the one to satisfy the "i just want to make a game"
@adrianbergesenfedaque8016
@adrianbergesenfedaque8016 4 ай бұрын
do we need an editor, though? Blender already does the baking and such and does it well... just saying that the UNIX philosophy works. Make programs that do "one" thing well and compose them.
@diadetediotedio6918
@diadetediotedio6918 5 ай бұрын
Amazing coverage, nipah~☆!
@VimOneLove
@VimOneLove 3 ай бұрын
Hello Rika
@Boxing_Gamer
@Boxing_Gamer 5 ай бұрын
It has skins, shaders, ui, physics..you can make whatever game in it right now.
@JaceMorley
@JaceMorley 5 ай бұрын
I do question the value of an editor if you can just plug in a tool dedicated to that anyway. 2D game? There's plugins for Tiled and LDtk. 3d game? Plugins to use blender as a level editor. A dedicated editor seems... constraining when you could just bring your own, and i wonder if time is better spent improving integrations and dedicated cross-engine tooling. Why force level designers to learn your engine editor if you can let them learn once and use anywhere?
@Z3r0XoL
@Z3r0XoL 4 ай бұрын
tunnet is an awesome game made in this engine, imo it should win an award
@pup4301
@pup4301 5 ай бұрын
I can usually only warch your videos on a weekend maybe.
@SynthByte_
@SynthByte_ 4 ай бұрын
a bevy editor would be fire
@ISKLEMMI
@ISKLEMMI 5 ай бұрын
12:03 - You didn't say foilage. :( Thank you for sharing this update!
@JohnnyMayHymn
@JohnnyMayHymn 5 ай бұрын
looks like a good excuse to learn rust...
@Light13378
@Light13378 5 ай бұрын
Hello thank for sharing this video , I want to use bey but before using i want t try to make game in gui like sdl,smfl ,gflw and raylib can you compare to pick one of them
@primalaspid7197
@primalaspid7197 5 ай бұрын
I’d recommend Raylib if you’re a beginner
@exciting-burp
@exciting-burp 5 ай бұрын
There is one big thing missing for a level editor: late bound components. Currently components are literally hard-coded *and* are typed checked at compile time. This is fantastic for code-first - but is at odds with an editor; because an editor needs to hook components+entities up at runtime. E.g. During normal use of Godot/Unity/whatever you don't have to rebuild the entire editor - or game - each time you add a component to an entity. An editor shares many of the same problems as a scripting front-end.
@SianaGearz
@SianaGearz 5 ай бұрын
I think the editor can be external and the components can just reflect to it over socket what it is they need of the editor to be able to edit.
@inodedentry8887
@inodedentry8887 4 ай бұрын
This is literally not true. Bevy can very much add/remove components at runtime, with the type only known at runtime. It has always been possible: look at the Bevy scene format (which has existed since forever). It is a RON text file where the components are declared with their values. The type name is a string parsed at runtime. At compile time, Rust knows nothing about what might be in a scene file when it gets loaded. If you can do that from an asset file, you can also do it from a network protocol, from an editor, or from a scripting environment. Bevy ECS has dynamic (based on `ComponentId`) management of components and entities, and Reflection allows you to make the metadata (like type names and struct fields) from the Rust source code available at runtime (to be used by scenes, editors, etc.). The technical foundations for what you are describing have been in Bevy since at least 0.3, 3 years ago. I have personally built (game-specific) level editors for Bevy, that have done exactly that, and it worked just fine. So I am speaking from experience. Also see github.com/kaosat-dev/Blender_bevy_components_workflow . It's a Blender plugin that can use Reflection metadata from Bevy to allow you to put arbitrary/custom Bevy ECS components into GLTF files. None of this is "hardcoded" or "type checked at compile time". A scripting environment needs more than an editor, though. One of the last major pieces that was missing was dynamic queries, and that has now landed in 0.13.
@slip-shape994
@slip-shape994 5 ай бұрын
Finally!!!
@TheBest-sd2qf
@TheBest-sd2qf 5 ай бұрын
"full ui system in place" is not exactly correct lol
@clivalycardoso8606
@clivalycardoso8606 2 ай бұрын
Please make a tutor for wsl2 setup? my project cannot run Error message: Failed to build event loop: NotSupported(NotSupportedError) I try everything on foruns and nothing works...
@diligencehumility6971
@diligencehumility6971 5 ай бұрын
They use webgpu instead of using vulkan directly?
@laundmo
@laundmo 5 ай бұрын
bevy uses "wgpu" which has multiple graphics backends: Vulkan, Metal, WebGL, WebGPU and more note: wgpu is a rust graphics abstraction. webgpu is the browser graphics thing.
@thegoldenatlas753
@thegoldenatlas753 5 ай бұрын
​@@laundmo I really wish they didn't rely on wgpu It slows down bevy's development waiting for upstream features for the various graphics api's
@_lod
@_lod 5 ай бұрын
@@thegoldenatlas753 What are they waiting on?
@laundmo
@laundmo 5 ай бұрын
@@thegoldenatlas753 bevy would not be as far as it is without wgpu. too much time would have been wasted working on individual graphics backends.
@omicron1100
@omicron1100 5 ай бұрын
As someone who has worked a bit with graphics programming... Yeah, wgpu makes the most sense.
@meanmole3212
@meanmole3212 5 ай бұрын
bavy eezii äs berformance
@OrbitalCookie
@OrbitalCookie 5 ай бұрын
I love rust, but no one is going to be impressed by choppy frames. I fixed that in my own wgpu project by picking mailbox queue mode for Vulkan. I have no idea why that is not the default for Vulkan, while it is the default for DX12.
@laundmo
@laundmo 5 ай бұрын
i have no idea why the video is so choppy. on any hardware which you can expect to run modern games on high settings (what this scene effectively is), people get 60+fps.
@gamefromscratch
@gamefromscratch 5 ай бұрын
Generally it boils down to renderers often not playing nice with video capture software.
@laundmo
@laundmo 5 ай бұрын
@@gamefromscratch it does feel kinda disingenous to have video THIS choppy on screen without mentioning that its that bad due to capture software. makes people think this is the normal performance.
@SupinePandora
@SupinePandora 5 ай бұрын
There's no "default" present mode in vulkan, there's just a single mandatory one: FIFO.
@jordanyates3349
@jordanyates3349 4 ай бұрын
@@SupinePandora bevy offers a Mailbox / Immediate present mode, not only Fifo
@Cronofear
@Cronofear 5 ай бұрын
I tried this out of curiosity and the compilation times were too slow. I'm not sure if it can be fixed but I can't imagine making a decent sized game in this.
@jaedavas3050
@jaedavas3050 5 ай бұрын
Were you using dynamic linking? With Mold (linker) and dynamic linking I had very reasonable compilation times after the first cold run.
@TheBest-sd2qf
@TheBest-sd2qf 5 ай бұрын
On linux with dynamic linking and mold linker it's super fast. On my windows it's freaken slow to the point of being unusable. But maybe it can be optimized there as well, I only use windows to build it for windows users
@diadetediotedio6918
@diadetediotedio6918 5 ай бұрын
On my computer (not so good, not so bad) it takes only 1-3s with dynamic linking enabled, the problem generally comes when I make other crate in the project so everything needs to be compiled again, but generally not a problem because most of the development time is iterating with the code itself.
@retticle
@retticle 5 ай бұрын
Once you've done the initial compile it's no different time-wise than using Unity/Unreal/Godot.
@TheBest-sd2qf
@TheBest-sd2qf 5 ай бұрын
@@retticle actually I would say it's faster than unity
@ahettinger525
@ahettinger525 5 ай бұрын
Some of the things in that list seem primed to be used in creating an editor (dogfood-style, like godot does). I haven't been following Bevy, but it looks to me like they are working toward it.
@idedary
@idedary 5 ай бұрын
One of the UI developers here. Yes, we are. We have been planning it for a long and took carefull steps towards it. It's our main focus now and all of Bevy's development power is now focused on making an editor.
@littlecurrybread
@littlecurrybread 5 ай бұрын
@@idedaryhappy to hear it! best of luck
@inodedentry8887
@inodedentry8887 4 ай бұрын
Dogfooding Bevy's editor has been the plan since day 1. The first ever public announcement of Bevy 0.1, which outlined the project's philosophy, said it. The past 3 years have been spent building all the tech needed, and it has always been a design priority for all of it to eventually be dogfooded by building a full fledged Bevy editor in Bevy itself.
@yds6268
@yds6268 5 ай бұрын
Bevy renderer is quite heavy. I build their cube example, it was 40 mb. WGPU on its own is too much boilerplate code for me. For now I'm using Miniquad with OpenGL backend, didn't find anything better for Rust.
@thegoldenatlas753
@thegoldenatlas753 5 ай бұрын
At least everyone is basically in agreement the renderer is overdo for an overhaul and many of the main contributors are in favor of overhauling it.
@laundmo
@laundmo 5 ай бұрын
40mb seems like a surprisingly large binary. did you build in release and with stripping debug symbols?
@yds6268
@yds6268 5 ай бұрын
@laundmo in release. I didn't use any size optimization, though. Maybe I'll check again soon.
@laundmo
@laundmo 5 ай бұрын
@@yds6268 yeah it should be more like 15mb at most, if you disable stuff the cube doesnt need like audio or asset loaders it should be less again
@psynetFM
@psynetFM 5 ай бұрын
@@yds6268 Even with just `strip = true` you'll see a pretty significant improvement with size. You can also use lto, codegen-units, and disabling unused Bevy features.
@happygofishing
@happygofishing 5 ай бұрын
I want to learn bevy but i keep being filtered by rust.
@thegoldenatlas753
@thegoldenatlas753 5 ай бұрын
Just learn rust first. Bevy makes a mess of all the nice compiler errors. I suggest the channel No Boilerplate, great videos on rust.
@itsentdev
@itsentdev 3 ай бұрын
@@thegoldenatlas753 'nice compiler errors' Don't I just love it when I'm learning beginner rust and I see 'blah blah mutable reference immutable reference blah blah lifetime `1' when i'm nowhere near learning about lifetimes. it gets really annoying after the first few times
@Yotanido
@Yotanido Ай бұрын
Version numbers are not decimals. 0.13 is "zero point thirteen", not "zero point one three" As a decimal number, 0.13 is less than 0.2 As a version number, 0.13 is greater than 0.2 Saying the numbers individually makes it sound like a decimal number and implies a different ordering.
@albiceleste101
@albiceleste101 5 ай бұрын
I want to like this framework but I hate their docs
@thegoldenatlas753
@thegoldenatlas753 5 ай бұрын
Ikr the docs are terrible and the cheatbook is just barely enough.
@laundmo
@laundmo 5 ай бұрын
i actually found the docs to be quite comprehensive. i dont mean "the bevy book" which is indeed bad and needs updating. the rustdoc docs though are surprisingly comprehensive with lots of details about implementations and doctested examples
@davidsilverfinger777
@davidsilverfinger777 5 ай бұрын
docs, cheatbook, updates changing syntax, all very very trash. all those things with occlusion raytracimng stuff has been done 70years ago same as there game examples with that 2D block moving has been programmed less complex and less lines 70 years ago.
@laundmo
@laundmo 5 ай бұрын
@@davidsilverfinger777 ah, i see, a very nuanced opinion. surely it must be incredibly unbiased and genuine. what a paragon of honesty we have here.
@icesentry
@icesentry 5 ай бұрын
​@@davidsilverfinger777I don't think you have any ideas what programming was like 70 years ago
@raymk
@raymk 5 ай бұрын
I wonder if they consider using Godot to make their own editor
@icesentry
@icesentry 5 ай бұрын
No, we take inspiration from godot with the idea of using our own ui solution to build the editor just like they did but bevy is a pure rust project and there is no plan to use a third party editor. A huge part of bevy's editor will be about the ECS which is not a feature of godot at all.
@jwr6796
@jwr6796 5 ай бұрын
I like Rust a lot, but I think if I were to make a game in Rust, I'd use the bindings for Raylib.
@yds6268
@yds6268 5 ай бұрын
FFI bindings? Those are the ones updated regularly, but I don't like introducing C memory errors into my Rust :)
@jwr6796
@jwr6796 5 ай бұрын
@@yds6268 lol fair
@thegoldenatlas753
@thegoldenatlas753 5 ай бұрын
Why?
@RenderingUser
@RenderingUser 5 ай бұрын
i use raylib but with bevy_ecs for ecs and bevy_app for the game loop
@MattWyndham
@MattWyndham 5 ай бұрын
why would they make their own editor when you can just use blender?
@slip-shape994
@slip-shape994 5 ай бұрын
Why unity not working on Rust although Microsoft is considering Rust in their future technology.
@gostan2718
@gostan2718 5 ай бұрын
😂 nice joke
@4thWallMan
@4thWallMan 5 ай бұрын
is something wrong with your tongue?
@SianaGearz
@SianaGearz 5 ай бұрын
He was force fed foliage as a child. Maybe he'll recover someday.
@ha5anmukhlis
@ha5anmukhlis 5 ай бұрын
bevy's development feels too slow. a lot of time goes to reinventing features where that time could have been put into building the editor
@fottymutunda6320
@fottymutunda6320 5 ай бұрын
They should build their editor with godot
@HurricaneSA
@HurricaneSA 5 ай бұрын
Why? Rust is super fast, reliable and safe language so why would they need Godot when they can just use Rust?
@laundmo
@laundmo 5 ай бұрын
that makes no sense.
@thegoldenatlas753
@thegoldenatlas753 5 ай бұрын
That makes no sense. If anything the editor should be made in bevy or in egui.
@laundmo
@laundmo 5 ай бұрын
@@thegoldenatlas753 the plan is using the editor to dogfood bevy ui
@ShakilShahadat
@ShakilShahadat 5 ай бұрын
Guys, it was a joke 😂. Good one though 😊.
@FreshMedlar
@FreshMedlar 5 ай бұрын
I want to learn bevy but i keep being filtered by the community
@thegoldenatlas753
@thegoldenatlas753 5 ай бұрын
What do you mean?
@yanko694
@yanko694 5 ай бұрын
omg, the bitching about when they released it ... that is all I was able to get out of this video ... jesus ... we got it ... they released it on a bloody sunday ... come on man... let it go ...
@gamefromscratch
@gamefromscratch 5 ай бұрын
It's feedback to the developers, who often watch these videos. Releasing on a weekend is literally the second worst time they can do a release if they want people to actually notice the release. Releasing on a Friday afternoon being the worst option. If they want to utmost exposure to their project and their releases, they would do well to heed the feedback.
@laundmo
@laundmo 5 ай бұрын
yeah, thats such a entitled take. bevy doesnt even have a legal structure yet (its in the works), people work on it in their free time (besides cart, who is sponsored enough to be fulltime) no shit they're gonna release on a sunday because thats when people have time to do so
@laundmo
@laundmo 5 ай бұрын
@@gamefromscratch so they should release on days where most people are either at work or tired from work? so that most people wont have the time to check it out?
@yanko694
@yanko694 5 ай бұрын
@@gamefromscratch say it once at the beginning or the end as an FYI ... I am pretty sure you mentioned it at least 3 times ... I am watching this while working and all it stuck was release date lol ... in any case I am grateful you did an overview was just annoyed that is all lol
@Maridany
@Maridany 5 ай бұрын
He only mentioned 1 time and it was for 10 seconds. Why are you so angry?
@manapotion1594
@manapotion1594 5 ай бұрын
This is definitely an overhyped engine. At its earlier stages it has too much attention even though the biggest architectural decisions are yet to be made. Eg. editor, scripting, asset management. And the rendering part is already a mess difficult to extend. I've been playing around with it. ECS is fancy way to create games but developer's productivity is far from perfect in this paradigm. It is also not known how well it scales for entire game: how can you ensure good performance with ECS systems everywhere on at least medium sized game - no one has done this yet! You can effectively move thousands of sprites around but for complex logic it is not convenient tool. Anything that requires random memory access becomes a pain and it's a major chunk of doing stuff in games -- all tree/graph structures basically. After diving into ECS, I realize that OOP for games is not bad fit at all.
@thegoldenatlas753
@thegoldenatlas753 5 ай бұрын
I wouldnt say its overhyped its just the best option from a flexibility point of view. everything can be replaced with a custom option (like the renderer) Tiny Glade is a good example as they use bevy ecs but a custom renderer
@Ghostal
@Ghostal 5 ай бұрын
Do you have a single fact to back that up?
@manapotion1594
@manapotion1594 5 ай бұрын
@@Ghostal What fact do you need? The fact that there is no editor and no one know how it will look like? The biggest part of my comment are subjective thoughts
@Koteal
@Koteal 5 ай бұрын
re: noone knows yet, there are big games running on ECS, like Overwatch
@manapotion1594
@manapotion1594 5 ай бұрын
@@Koteal They don't use it for everything in there unlike Bevy (eg. UI)
@jamesmillerjo
@jamesmillerjo 5 ай бұрын
Rust? boo-
@EduardKaresli
@EduardKaresli 5 ай бұрын
Say what? Rust is now supported by the Linux kernel team, also it is now pushed up by Google, Amazon and (ta daaaa) Microsoft. Rust is going to be the C++ for the next 15-20 years.
@thegoldenatlas753
@thegoldenatlas753 5 ай бұрын
@@EduardKaresli exactly. better toolchain, better package managment, better compiles, memory safe, the list goes on. Rust is what you should be building new projects in for sure.
@v01d_r34l1ty
@v01d_r34l1ty 5 ай бұрын
@@thegoldenatlas753 It has a package manager and is memory safe. Big deal. If people don't like to use it, they won't use it. Rust still has too many shortcomings to fully replace anything.
@thegoldenatlas753
@thegoldenatlas753 5 ай бұрын
@@v01d_r34l1ty what short comings? From everything ive seen the only short coming is it doesn't have the benefit of having a decade plus of legacy code and libs backing it. And its not that is *has* a package manager, its that it has the single best package manager for coding that also acts as your build toolchain and testing environment and everything else you need. Rust is literally the most loved language and that's for a reason.
@icesentry
@icesentry 5 ай бұрын
​@@v01d_r34l1tyexcept it is replacing a bunch of things and is now shipped in a bunch of things you probably use daily. Like, there's rust in windows now
@kishirisu1268
@kishirisu1268 5 ай бұрын
Pathetic attempt to call any renderers “a game engine” as opensource people love to do. Where at least 10% of UE or Unity features? No editor? Oh, its “code first”, sure, ok.. 😂
@thegoldenatlas753
@thegoldenatlas753 5 ай бұрын
theres several editors you can use atm and an active work to design and plan the official one. bevy hasnt even hit 1.0 version yet while unity hit it 19 years ago. Bevy also has different priorities such as modularity and the ability to replace entire chunks if you so choose such as the renderer.
@gofudgeyourselves9024
@gofudgeyourselves9024 5 ай бұрын
i tyoically watch content on weekends
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