Power of Rust and Bevy ECS with Kdtree

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A video showcasing the power of Rust, Bevy and ECS coupled with a k-d tree

I'll be creating a tutorial style video on how to create a 2d top-down shooter soon. The code still needs a little refactoring before I can make it public.

Also here's an awesome video from "Biped Potato" that visually illustrates how a spatial algorithm works -

#gamedev #rustlang #bevy
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Here's the tutorial video with code

bones-dev
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It really is pretty crazy how powerful a good ECS can be once you start to understand how to use it.

josh
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I'm planning on creating a tutorial on how to create a top-down shooter in Bevy, this is what the final result would look like

bones-dev
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This is rad. It almost looks like penicillin on a petri dish

JinKee
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Hey this is a great benchmark. I have a few ideas for another one if you have the time to test it. A more real world test so to speak.
1. Have you tried this in network replicated mode?
2. Have you tried giving the enemies different attributes?

I am asking this because other clunkier enginesare able to do 100k with network replication AND different types of ai with custom logic.
Rendering all at the same time? probably not. But multiple players interacting with thousands of AI spread across the map? yes, A java based engine can pull this off on relatively inexpensive hardware.

gumz
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Does this work with 3d models? Do you know any tutorials to use this with unity or have to be bevy?

pedrohenrique-gkw
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How are the fps if you sort the sprites by y-index?

notnotrom
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Do you think there would be much difference in terms of performance if it was done in C++ with OpenGL (using FLANN for kdtree)?

Alex_G
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How much storage space does the files for this one demonstration takes?

littleturtle
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Wonder what a pure GDScript / Godot version of this would behave like

RobinDuckett