Bevy: A quick introduction

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Learn the basics of Bevy to get a quick start into game development using Rust! Bevy is an amazing game engine written that is fast, simple and capable. Interested in learning Rust? Check out @NoBoilerplate for some amazing videos on the subject!

Bevy resources:

Rust resources:

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#bevy #rust #gamedev #tutorial
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Haha I could see the NoBoilerPlate inspiration right away. Nice video!

Shack
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How did I miss this! Great job Isaac, nice intro to Bevy! When's the next video coming out? 😁

NoBoilerplate
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only 492 subs on a channel with such high quality videos is shocking. i love the tutorial, please keep these coming

prawnydagrate
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"I'm a software developer who can never decide what to focus on."

Isn't this all of us?

fdmk
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I'm glad I found your channel! I've been working in Godot using C#, but I've found that I much prefer Rust over C#, and Bevy seemed like the purist Rust way to go as opposed to Godot's Rust Extension. Learning Rust and Bevy so far has been a TON of reading, so well-made videos like this definitely help ease the journey. Thanks again for the hard work!

rawvoxel
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for anyone reading the comments after getting stuck, the cargo.toml file is missing [] around the "dynamic_linking" in order to function.

GoldenAdhesive
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Yes... this video fundamentally explains why Rust is so attractive to me when compared to C++... Classes with methods kinda create messy code that's hard to read. Rust having Methods outside of Structs looks cleaner and makes more logical sense to me, yet I understand the need to organize such things when projects get bit, just feels like Classes are the worst way to do it.

JohnnyThundr
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Thanks so much for making this. I love Rust, and NoBoilerplate is the reason I gave it a shot. I'm currently trying to decide which game framework to start with (I've only ever done web and cli) and I was pretty sure Godot was the move but definitely going to try out Bevy for a few mini projects.

parkourbee
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will be making a game now thanks for making it simple

Quiiigz
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Fun fact: if you know a query will only have 1 entity, you can use the single() (or single_mut()) method to get it without needing a for loop like in 5:10.

redactedhoptional
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First of, i like the video quite a bit.

note: "System don't have any State" is not quite true, with Local<> a system can have state.

"input hooks" as hooks are a bevy concept, this may be confusing

"running under the Update system, the Update system will run every frame" i believe you misspoke here and meant "Schedule"

feedback on video: Theres quite a lot of noise with your mic, and sometimes words sound cut off. could your noise reduction be cutting of starts/ends of words?

I would personally enjoy some custom style in your presentation, maybe just changing font and colors, to make it seem like you at least put in some thought beyond copying the process Tris is using. Tho i don't think he'll care.

laundmo
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4:10, Circle didn't appear until I added "use bevy::sprite::*;". `MaterialMesh2dBundle` wasn't in scope.

taggosaurus
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Love the video! Doing things like no boilerplate was a good call. You should look into getting a noise suppression filter on your audio - this can be done in post-processing if needed. The cuts in and out of your voiceover are very obvious and a little distracting.

JustDeeevin
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Never ever do any type of movement/animation without deltaTime. What happens when you launch this on different pc ? Well, the movemnt speed will be different for every machine. Basically you tied movement speed of a player to fps(famous Fallout 76 bug).To keep movement speed/animation speed consistent across devices you want to multiply by deltaTime, for example:
transform.translation.x += MOVE_SPEED * time.delta_seconds();

Astamor
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Great video! Would love to see more bevy code

andydataguy
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Nice vidéo ! Would love a longer video on the subject.

llr
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This is awesome.. I hope you continue with the series. One observation, I think the sound volume in this video was quite low

PinikRahman
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I tried Bevy for a time, same time when I tried to become comfortable with Rust.
6:14 here a system/function gets added to a stage (Update stage). You're programming/configuring the stage with a sequence of function values that will be called in that order. Wouldn't it be easier to have a stage callback and you are free to code in that scope as you want? Aka implement an Update function?
I don't think there is much space for internal Bevy optimization. You connect a black box function to a stage to be executed in that stage.

wWvwvV
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Great video! I see this is your first popular one too, hope youtube works out for you!

c_ornato
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O.O sheeesh that was great tut look for next :D

UjjwalSidhu