Bevy Engine 0.14 - Open Source ECS-based game development in Rust

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  • Опубликовано: 2 авг 2024
  • Bevy 0.14 is out!
    Check out out the official blog post: bevyengine.org/news/bevy-0-14/
    and the migration guide: bevyengine.org/learn/migratio...
    release reddit post: / bevy_014
    Chapters
    00:00 Bevy 0.14 is out!
    00:18 game jam
    00:36 Rendering
    00:51 Meshlets
    02:13 Screen Space Reflections
    02:48 Volumetric Fog and Lighting
    03:30 Motion Blur
    03:58 Filmic Color Grading
    04:19 Auto Exposure
    04:46 Depth of Field
    05:17 PBR Anisotropy
    05:32 Percentage-Closer Filtering (PCF) for Point Lights
    05:43 Subpixel Morphological Antialiasing (SMAA)
    05:58 Visibility Ranges (hierarchical levels of detail / HLODs)
    06:09 GPU Frustum Culling
    06:35 bevy_ui
    06:38 Rounded Corners
    06:49 UI Node Outlines
    07:09 Animation Blending
    07:47 bevy_color (Improved Color API)
    08:34 Shapes
    09:02 Gizmos
    09:29 Observers and Hooks
    09:48 Component Lifecycle Hooks
    10:31 Observers
    11:19 Query join
    11:31 State Machines
    11:43 Computed States
    12:04 Sub States
    12:30 State Scoped Entities
    12:56 State Identity Transitions
    13:15 Working Groups
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Комментарии • 38

  • @TimDrogin
    @TimDrogin 29 дней назад +11

    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

  • @jeremiamagongwa8980
    @jeremiamagongwa8980 29 дней назад +12

    I love Bevy

  • @robertswain278
    @robertswain278 29 дней назад +9

    Really nice and quick summary of the release. Great video!

  • @hymm22
    @hymm22 29 дней назад +9

    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

    • @chrisbiscardi
      @chrisbiscardi  29 дней назад +3

      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)

    • @SolarLiner
      @SolarLiner 28 дней назад +4

      @@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.

    • @chrisbiscardi
      @chrisbiscardi  28 дней назад +3

      @@SolarLiner looking forward to seeing audio take shape as this progresses!

  • @Endelin
    @Endelin 29 дней назад +7

    Nice, can't wait to disable motion blur.

    • @ThePC007
      @ThePC007 27 дней назад +2

      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.

  • @gabrielkwong1878
    @gabrielkwong1878 29 дней назад +3

    Always appreciate these round up summary videos, keep it up and thank you!

  • @Astamor
    @Astamor 22 дня назад

    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 :/

    • @chrisbiscardi
      @chrisbiscardi  22 дня назад +1

      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 )

  • @flwi
    @flwi 29 дней назад +1

    Thanks for the overview! Looks like very interesting stuff just landed.

  • @LuisCassih
    @LuisCassih 29 дней назад +1

    holy shiet, that was packed. Bevy is getting better and better.

  • @4115steve
    @4115steve 29 дней назад +3

    mega cool

  • @peterhayman
    @peterhayman 29 дней назад +1

    haha wow looks like you got this video out within an hour of the announcement, well done! 🎉

    • @chrisbiscardi
      @chrisbiscardi  29 дней назад +1

      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.

  • @stevenlandow7372
    @stevenlandow7372 29 дней назад

    With meshlets, will be we able to do heightmap/displacement maps with a ton of detail?

    • @chrisbiscardi
      @chrisbiscardi  27 дней назад

      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.

  • @CjqNslXUcM
    @CjqNslXUcM 29 дней назад

    There's no random sample for Quat. anyone know a fast uniform one?

    • @chrisbiscardi
      @chrisbiscardi  29 дней назад +1

      @@CjqNslXUcM are you looking for the FromRng implementation on Quat?
      docs.rs/bevy/latest/bevy/math/struct.Quat.html#impl-FromRng-for-Quat

    • @CjqNslXUcM
      @CjqNslXUcM 29 дней назад

      @@chrisbiscardi yes, where is the implementation?

    • @chrisbiscardi
      @chrisbiscardi  29 дней назад

      I don't understand the question, I've already linked you to it.

    • @CjqNslXUcM
      @CjqNslXUcM 29 дней назад +1

      @@chrisbiscardi You have, but when I click on source, the implementation for Distribution 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.

    • @chrisbiscardi
      @chrisbiscardi  29 дней назад +1

      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?

  • @j1351209
    @j1351209 29 дней назад

    Does Bevy have the ability to replace unreal or Unity?

    • @chrisbiscardi
      @chrisbiscardi  29 дней назад

      it depends on your use case and requirements

    • @j1351209
      @j1351209 29 дней назад

      @@chrisbiscardi Intractive Digital Twin apps Developement

    • @Caellyan
      @Caellyan 28 дней назад +2

      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.

  • @Mempler
    @Mempler 27 дней назад +1

    Substates are literally what i wanted ever since i played with Bevy. Absolutely horrible the old system!

  • @user-rg7ux5hn5t
    @user-rg7ux5hn5t 29 дней назад +2

    Still no Editor?

    • @RootsterAnon
      @RootsterAnon 29 дней назад +12

      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.

    • @paulkupper194
      @paulkupper194 29 дней назад +10

      ​@@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.

    • @RootsterAnon
      @RootsterAnon 29 дней назад +2

      @@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

    • @francois199
      @francois199 29 дней назад +3

      @@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.

    • @RootsterAnon
      @RootsterAnon 28 дней назад +3

      @@francois199 That is just reality of the situation we are in. You can't have editor without stable api. It's that simple.