Some great stuff in this release. I contributed some rendering code, most notably reducing the renderer to O(number of changed entities) on the CPU, that went unmentioned in the release notes.
I do have to say, however, that BSN syntax isn't good and is getting worse. There are too many sigils, and -- to separate list elements (!) is an indication that it's been designed into a corner. The fact that it's not LR(1) should have been an indication that it was misdesigned. The scene format should be redesigned to be editor-first, with ease of VCS merging as a paramount consideration.
What a coincidence! I had been thinking of trying to make my own version of a city builder game (like sim city or cities skylines) for years and finally started last week - using rust and Bevy for the simulator
I’m trying to make the most realistic city simulator I can, using published papers on economy models, welfare, immigration, social policies… to drive each aspect of the simulation - and then use it to drive the game
So far I’ve used a team of agents to build the firsg phases of the simulator, and it’s looking really promising!
It’s my first time making such a complex game, but I’m super excited to see where it goes :)
I have been learning Bevy for fun lately, it's been a blast. They have been introducing breaking changes left and right but I think its in the service of addressing important things. It's probably too immature to stake a real commercial product on it at the moment, and I'm saying that as the kind of person who is attracted to a cool architecture rather than the pragmatics of shipping.
The Bevy team are doing amazing work and it's great to see it being worked on all the time. I'm not a game developer, but it's interesting to see it listed in some jobs for companies building simulations.
I built a real time strategy game using Bevy, sort of like Starcraft 2, once I learned that SC3 would be an FPS. I relied on a team of claude fable/opus/sonnet agents to develop assets in blender, generative models for the art, and to do most of the coding, but I have a feeling that Bevy's design played a role in shaping the game and the ease of adding new features. The whole thing took a week of running the agents in the background / overnight and the result is very fun to play and includes a LAN mode. Not the level of polish and balance of SC2, but its actually comparable, which is mind blowing to me.
By some coincidence I've been looking at bevy and other engines lately. Bevy sounds like it had thought put into it's library to make it more modular. However so far it very hard to even get started in it. (Haven't even gotten it to build)
While I don't disagree with the toy/game distinction I also think the lines are blurry enough that I'd place the former as a subset of the latter.
They are sold in the same places, run on the same hardware, uses the same conventions and interactions, fills the same place in our lives, and are discussed in the same places. A lot of "proper" games also have digital toy modes: Minecraft and various sim games come to mind, but there are many. Insisting that they are completely distinct things seems mostly silly TBH. Almost everyone in the world would recognize Tiny Glade and its ilk as a kind of "computer/video game".
I do have to say, however, that BSN syntax isn't good and is getting worse. There are too many sigils, and -- to separate list elements (!) is an indication that it's been designed into a corner. The fact that it's not LR(1) should have been an indication that it was misdesigned. The scene format should be redesigned to be editor-first, with ease of VCS merging as a paramount consideration.
I’m trying to make the most realistic city simulator I can, using published papers on economy models, welfare, immigration, social policies… to drive each aspect of the simulation - and then use it to drive the game
So far I’ve used a team of agents to build the firsg phases of the simulator, and it’s looking really promising!
It’s my first time making such a complex game, but I’m super excited to see where it goes :)
I'd probably mention Tiny Glade (Bevy ECS only) and Polders specifically.
They are sold in the same places, run on the same hardware, uses the same conventions and interactions, fills the same place in our lives, and are discussed in the same places. A lot of "proper" games also have digital toy modes: Minecraft and various sim games come to mind, but there are many. Insisting that they are completely distinct things seems mostly silly TBH. Almost everyone in the world would recognize Tiny Glade and its ilk as a kind of "computer/video game".
It even landed a nomination in the 2025 BAFTA Game Awards.