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I've been using Godot for some small gamedev projects, but have been interested in Bevy because Rust is my primary language. The Bevy Book stil says that Godot should be picked for any big projects; is there a rough estimate of when Bevy would be at a point where you'd be confident recommending it for a Next Big Project™? I know timelines can be tough to nail down, but even something like "a very long time" or "a couple of years" would be helpful. Thanks for your work btw :)


Depends on your iteration speed, exact needs, and willingness to work on engine development.

Personally, I'm building my turn-based tactical RPG in it, which is absolutely a Big Project, but I'm not planning to release for a year or two, don't need complex 3D features and am devoting half of my effort to engine dev.

For single-player games that aren't very asset-heavy, I would say 3 months or so for UI to stabilize is a safe point to start work.

For games that have complex animation or sound needs, require networking or want to use a ready-to-use physics library, I'd estimate about 2 years from now.

If you're trying to build a game with very-little coding (and want something comparable to Unity or Godot), "a very long time" :)


Thank you for your clarification, this helps a lot, I think for now better to learn a engine like Godot, and waiting the Bevy-ish engines to mature!


Off-topic, but is your game open source? I'd love to see more examples of Bevy being used in the wild.


Source-available for now, we're still sorting out the exact licensing strategy.

The Bevy code itself isn't very impressive at all yet; most of the work at the moment is on improving the engine and solving some of the remaining design challenges.

We're currently blocked on "clone-able entities" (and ideally "indexes"), and I'm working on an RFC for each of those.

Source: https://github.com/leafwing-studios/fop-game Rules / design doc: https://rules.fontsofpower.com/#/




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