Sorry but I had to start laughing so hard at around 8:00. Imagine someone who is not into computer science trying to decipher what you are saying. And crate rayon is just the cherry on top.
@Astamor15 сағат бұрын
On the one hand it's so cool to see this engine getting all the fancy 3d features and fireworks like god rays, volumetric fog but on the other hand you have 2d which again was abandoned and doesn't even have the most basic 2d lighting, not to mention some normal maps or something :/
@chrisbiscardi10 сағат бұрын
fwiw, 2d isn't "abandoned" and there are people thinking about and working on it, including some interesting 2d-specific transform and such features. New feature development is often driven by contributor interest and time, and 3d features tend to have more people interested in upstreaming those contributions at the moment (also pcwalton, which is incredibly productive and responsible for a lot of the "volumetric fog" type features this cycle, is working on 3d rendering features, which means an uptick in 3d compared to other areas) for 2d lighting there are a few different crates that can be used depending on what approach you're looking for. * github.com/jgayfer/bevy_light_2d/ * github.com/443eb9/bevy_incandescent * github.com/goto64/bevy_2d_screen_space_lightmaps * github.com/zaycev/bevy-magic-light-2d (Jarl uses bevy-magic-light-2d -- www.youtube.com/@Jarl-Game-com )
@spacexnixКүн бұрын
Dude, why are you just making transitions between the code. I'm new to RUST and how should I understand why I don't have Gradient::new defined. Why haven't you ever shown me where the hell it's imported from? if you show it, then show the full code and import dependencies.
@JoeTaber2 күн бұрын
Are you sure that cube isn't 1m wide?
@chrisbiscardi2 күн бұрын
the author left a comment with the correction. it is 1m, not 1km.
@peterhayman3 күн бұрын
a week with bevy in the world is a good week
@PilouTheWolf3 күн бұрын
I had to hunt that video down. I'm subscribed but it didn't show up in my subscription tab for some reason.
@Lemonzy3 күн бұрын
Thank you for showcasing my ongoing project and all the efforts you put in creating those videos. You're even looking for info in threads, and that must take a lot of time! Small mistake in the video: the red cube is one meter on a side, not one kilometer.
@chrisbiscardi3 күн бұрын
thanks for the correction! and glad you're enjoying the videos.
@mattlennon33 күн бұрын
Awesome roundup! Thanks for making these videos :) I don't see a link on your website to the WIP water simulation, is it publicly available? Thanks!
@chrisbiscardi3 күн бұрын
if you cmd+f for "WIP water simulation" on the site you will find it. The code unfortunately is not released yet, so the link is only to the bevy discord thread which has a few gifs and some discussion, but no code. discord.com/channels/691052431525675048/692648638823923732/1258445516300095548
@Mint25pop3 күн бұрын
This might just be the strongest bevy week ever!
@linovermac3 күн бұрын
please links Link 05:14 Huge Voxel Planets - 05:57 Punch to open
@chrisbiscardi3 күн бұрын
All of the links are on the website, which is linked to from the description. All of the headings match the chapters in the video.
@linovermac4 сағат бұрын
@@chrisbiscardi Thank you :)
@Athomield3D3 күн бұрын
Link for 5:14 ?
@inodedentry88873 күн бұрын
You didn't mention iyes_perf_ui. It now has a Bar widget and support for custom UI widgets.
@victorrogers19463 күн бұрын
What is up with the black dots jumping around on the water at 2:44?
@RootsterAnon3 күн бұрын
I think that is from post processing shader, not something that they actually wanted to show.
@chrisbiscardi3 күн бұрын
not sure. the showcase is the first time bevy_water was working with the reflections, etc so I'd assume there's still a few issues to work out with how the reflections interact with the custom material.
@n3y3 күн бұрын
I'm glad someone is actually implementing the second order dynamics for bevy like this, I was dreading having to go through that myself
@Mempler5 күн бұрын
Substates are literally what i wanted ever since i played with Bevy. Absolutely horrible the old system!
@juxtar5 күн бұрын
Hey could you please share the github repository for the Decibel Level visualiser, that looks cool.
@chrisbiscardi5 күн бұрын
I actually had never uploaded it, but just went and found the directory today github.com/rust-adventure/yt-ratatui-audio-viz/tree/main There's some extra files and whatnot since I was starting to move towards using wgpu iirc, but the core program seen in the video still works. use cargo run.
@TimDrogin6 күн бұрын
Nanite team also made a custom rasteriser- basically, gpu rasteriser suffers on small triangles, so they wrote a software rasteriser that works on triangles that are smaller than 25*25 pixels or so. It whould be such a cherry on top
@stevenlandow73726 күн бұрын
With meshlets, will be we able to do heightmap/displacement maps with a ton of detail?
@chrisbiscardi5 күн бұрын
my understanding is that meshlets as a feature are based around preprocessing large assets. So you can have a really large detailed mesh and process it instead of using displacement maps.
@gabrielkwong18786 күн бұрын
Always appreciate these round up summary videos, keep it up and thank you!
@Endelin7 күн бұрын
Nice, can't wait to disable motion blur.
@ThePC0075 күн бұрын
Why? What we’re seeing here is per-object motion blur, not the annoying type of motion blur that is affected by camera movement. I think it actually looks really good.
@flwi7 күн бұрын
Thanks for the overview! Looks like very interesting stuff just landed.
@CjqNslXUcM7 күн бұрын
There's no random sample for Quat. anyone know a fast uniform one?
@chrisbiscardi7 күн бұрын
@@CjqNslXUcM are you looking for the FromRng implementation on Quat? docs.rs/bevy/latest/bevy/math/struct.Quat.html#impl-FromRng-for-Quat
@CjqNslXUcM7 күн бұрын
@@chrisbiscardi yes, where is the implementation?
@chrisbiscardi7 күн бұрын
I don't understand the question, I've already linked you to it.
@CjqNslXUcM7 күн бұрын
@@chrisbiscardi You have, but when I click on source, the implementation for Distribution<Quat> is missing. I finally found it, it's generated by a macro in the glam crate, but it's not uniform. They need to remove the implementation before someone accidentally uses it.
@chrisbiscardi7 күн бұрын
ah yeah, I see what you mean. Yes the Bevy implementation defers to glam for the actual implementation. There's some additional information in the PR that implemented it around needing to do some more testing: github.com/bevyengine/bevy/pull/12857 I asked in the bevy math channel in the discord if there was ever followup to check the uniformness. How did you determine it wasn't? Would you be open to posting how in the bevy_math channel in the discord?
@LuisCassih7 күн бұрын
holy shiet, that was packed. Bevy is getting better and better.
@peterhayman7 күн бұрын
haha wow looks like you got this video out within an hour of the announcement, well done! 🎉
@chrisbiscardi7 күн бұрын
after doing thisweekinbevy for the entire cycle, and helping out some with the release processes and candidate issues it was reasonably easy for me to figure out when the release was actually going to happen and record a video at the right time.
@icanonlysuffer7 күн бұрын
YESSSS
@j13512097 күн бұрын
Does Bevy have the ability to replace unreal or Unity?
@chrisbiscardi7 күн бұрын
it depends on your use case and requirements
@j13512097 күн бұрын
@@chrisbiscardi Intractive Digital Twin apps Developement
@Caellyan5 күн бұрын
For most basic games absolutely, if you don't mind writing them in code instead of UI/graphs. For advanced cases it depends on how much you depend on specific Unity/Unreal functionality. Bevy is very modular and you can add any missing features on top with very little overhead, but depending on which features you're adding it might end up being a lot of work. You can also use large chunks of bevy (ecs, color, ...) without using the whole engine suite if you're rolling your own engine from scratch.
@robertswain2787 күн бұрын
Really nice and quick summary of the release. Great video!
@jeremiamagongwa89807 күн бұрын
I love Bevy
@hymm227 күн бұрын
FYI I think the audio working group decided to create a new audio solution to better fit into the ecs paradigm rather than using kira audio
@chrisbiscardi7 күн бұрын
TIL! Thanks for the info. The audio working group channel confirms this is the case (current audio doc includes this comment as well hackmd.io/@solarliner/bevy-audio-v2 for anyone else interested)
@SolarLiner6 күн бұрын
@@chrisbiscardi Hi! That is correct, we're switching to making a custom audio engine for various reasons (as listed in the above design docs you liked), hopefully it is the correct choice and means easier time implementing new audio features, better user-facing API, and more stable especially in WASM.
@chrisbiscardi6 күн бұрын
@@SolarLiner looking forward to seeing audio take shape as this progresses!
@4115steve7 күн бұрын
mega cool
@user-rg7ux5hn5t7 күн бұрын
Still no Editor?
@RootsterAnon7 күн бұрын
There will be no editor until 1.0.0 version. Also, if you need editor then this is not for you. What I like the most about Bevy is that it gives me opportunity to make my own dev tooling that I need with eGUI. and having game + editor panels is nice dx.
@paulkupper1947 күн бұрын
@@RootsterAnonIt's the other way around actually. There will be no 1.0 without an editor. This release lays a lot of technical groundwork for the editor and more will follow (most notably a new Scene format and the Bevy Remote Protocol). Several people have started prototyping stuff for the editor. It just takes time for everything to come together.
@RootsterAnon7 күн бұрын
@@paulkupper194 I don't want them to focus on editor, I want them to progress with features and new scene format as you mentioned etc. Editor you can have in few different flavors if you want like custom one, blender, etc. lets wait for all of the features to be in presentable state then official editor can emerge if really needed. I would like API to be more stable so we can migrate easy from version to version, docs to be up to date with latest api changes and good examples. Editor can wait. :D
@francois1996 күн бұрын
@@RootsterAnon 1. You're very selfish, you're thinking about what you want not what Bevy needs, but for Bevy to be taken seriously, it needs an editor that you like it or not. 2. An editor written in Bevy is the perfect tool for dog fooding, just like Godot does.
@RootsterAnon6 күн бұрын
@@francois199 That is just reality of the situation we are in. You can't have editor without stable api. It's that simple.
@wtfisgoingon5357 күн бұрын
You don't need the arc/mutex here, just use a a classic struct/impl combo.
@thisisreallyme31308 күн бұрын
Yes TY for this series. I’m really struggling with Rust for embedded (work) purposes, but it’s so cool to see that Rust is doing some great stuff for games (play). Cheers
@HideBuz9 күн бұрын
Man, I stumbled over this. This technique is awesome, allows one to edge host cheaply without paying for a database server. I am gonna note that down. Have there been any new developments? What do you think about technologies like libsql?
@EloquentGeekGames10 күн бұрын
Another great compilation! Thanks for the hard work ❤
@andoliu24610 күн бұрын
The happiest time of the week!
@user-xi6tu9lb5n10 күн бұрын
I wonder if by binary sniffing we would find that the beginner code is the most concise.
@pvini07BR10 күн бұрын
1:44 really nice seeing my game here. i never got any recognition for my projects, so i'm really thankful for showing it here. btw, mijocraft is a temporary name because i haven't thought of a better name yet, lol.
@Henryy0610 күн бұрын
MIJOCRAFT MENCIONADO‼️‼️✔️☠️🗣🤙🤙
@chrisbiscardi10 күн бұрын
having even a temporary name is very helpful when making these videos, it gives something to "attach" explanations and future updates to.
@TimTeatro10 күн бұрын
Thanks so much for making this series each week. I'm a computational physics/(control systems) engineering guy (so lots of C++ and a Python) and decided to learn Rust. Unlike a sane person, I decided my first Rust project should be a port of some of my visualisation software that runs too slowly in Python+matplotlib+Cairo. It's been a steep learning curve, but this series has helped me fall in love with Bevy and motivated me to stay on that learning curve. Mathematics in my head is very visual and geometric (even abstract algebra). I feel like a world is opening up for me to let others view the world as I see it in my head, and that is truly exciting for me.
@theninjascientist68910 күн бұрын
Keep at it! Once you get comfortable with Rust writing it is an absolute joy!
@chrisbiscardi10 күн бұрын
I'm very happy to have played some small part in your journey and comments like this make the work that goes into these videos worth it for me.
@thisisreallyme31308 күн бұрын
@@theninjascientist689I want to be at that place where Rust is a joy. It’s hard if you come from Python “and” don’t have a C/C++ background. The concepts click, but all the fancy annotations and rules (it’s like learning a language that has a different alphabet). Still, I return to trying when between deadlines.
@auauauauauauauau10 күн бұрын
🐦💜
@peterhayman10 күн бұрын
yaaay diisweekiiinbevyyy 🎉
@CuriousSpy10 күн бұрын
3:48 someone moved from godot to bevy. I panicked and moved from bevy to godot xD Think i wait untill stable 1.0 release
@g-389415 күн бұрын
blown away that you can set an env file with a path resolved by a password manager. thank you
@faysoufox15 күн бұрын
Very nice video, thank you
@claudehahni266216 күн бұрын
I was wondering what you thought was 'magic' in Go? Imho, Go is one of the most straight forward un-magical languages.
@chrisbiscardi16 күн бұрын
things like nil existing, type assertions and erroring handling, panics occurring from those things and using panics as control flow, etc. defer bugs like when closing files require additional external documentation to use correctly (ex: go.dev/blog/defer-panic-and-recover )
@mudscuffer16 күн бұрын
So if you make a change and save the blender file, say resize or add a coin, what happens? Will the game just update live immediately, or are there compile steps or other changes? I don't think you ever show or mention that.
@chrisbiscardi16 күн бұрын
bevy's asset system supports hot-reloading. If you're changing asset-type things like .blend files then hot-reload should work, if you're changing Rust code you have to do an incremental compile.
@flwi17 күн бұрын
Nice, appreciate the overview!
@GravelHill17 күн бұрын
Hey I made the bevy_fps crate, it was a very pleasant surprise to show up in this weeks update :D I really enjoy your content, and hope you keep making these weekly updates!