I feel like every time Bevy is mentioned, on HN or elsewhere, a common question is "what are some examples of shipped games made in Bevy?" and there usually is not much to show, which is a big problem, while I personally have no interest in Rust/Bevy, and will most likely stick to C++ for game development, I feel like it would be in Bevy developers' best interest, to create showcase games. Currently, there are some technical demos and feature show offs, but these always look convincing regardless of the engine, because it's trivial to make trivial things look nice, however, it's hard to grasp the full picture of how ergonomic a framework/engine is without looking at a more complex project. Personally, if I could have a suggestion for Bevy developers, I would encourage them to implement things like a Minecraft clone, a Quake-type game clone, and maybe a platformer like Mario, to create a proper showcase of different components/features combined all together, furthermore, if they released such demo projects under a permissive license, it would allow people that are more into gameplay programming and less into engine/low-level programming, to just take these projects and build upon them, which would accelerate Bevy's adaptation and popularity.
- Tiny Glade, a game that uses Bevy ECS and Bevy App (alongside a custom renderer) has over a million wishlists on Steam. They just wrapped up a very well received public demo and by all accounts are looking to have an excellent release.
- Tunnet is a 3D "computer network building game" that released on Steam and itch.io and received great reviews.
- El Mono is an "ape rampage" game that recently released on Steam.
- GLOW is "an addictive physics-based arcade game that will challenge you to your limits" that released on Steam
I would encourage them to implement things like a Minecraft clone
I'm not sure I agree it's a good idea at this stage in Bevy's lifetime to dedicate significant effort away from the core project to showcases.
I agree it would be ideal if such projects existed, but at this point it probably makes more sense for development to be focused on fundamentals like their upcoming editor.
Close collaboration with the users of the library can provide the same benefits. Without taking core developers away work working on the core. There seems to be dozens of games in development using Bevy, so that is a good sign!
Bevy is a community-driven engine, and there are hundreds of hobbists making small games with it already, providing tons of feedbacks and often even pull requests.
The kind of feedback they lack at the moment is more feedback from professional shops especially big ones, but it's not the kind of things they can dogfood anyway.
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I feel like every time Bevy is mentioned, on HN or elsewhere, a common question is "what are some examples of shipped games made in Bevy?" and there usually is not much to show, which is a big problem, while I personally have no interest in Rust/Bevy, and will most likely stick to C++ for game development, I feel like it would be in Bevy developers' best interest, to create showcase games. Currently, there are some technical demos and feature show offs, but these always look convincing regardless of the engine, because it's trivial to make trivial things look nice, however, it's hard to grasp the full picture of how ergonomic a framework/engine is without looking at a more complex project. Personally, if I could have a suggestion for Bevy developers, I would encourage them to implement things like a Minecraft clone, a Quake-type game clone, and maybe a platformer like Mario, to create a proper showcase of different components/features combined all together, furthermore, if they released such demo projects under a permissive license, it would allow people that are more into gameplay programming and less into engine/low-level programming, to just take these projects and build upon them, which would accelerate Bevy's adaptation and popularity.
There's a bunch of shipped products listed halfway through the post: https://bevyengine.org/news/bevys-fourth-birthday/#even-more...
Shipped games, specifically:
- Tiny Glade, a game that uses Bevy ECS and Bevy App (alongside a custom renderer) has over a million wishlists on Steam. They just wrapped up a very well received public demo and by all accounts are looking to have an excellent release.
- Tunnet is a 3D "computer network building game" that released on Steam and itch.io and received great reviews.
- El Mono is an "ape rampage" game that recently released on Steam.
- GLOW is "an addictive physics-based arcade game that will challenge you to your limits" that released on Steam
- Ethertia is a minecraft-like sandbox voxel game -- https://github.com/Dreamtowards/Ethertum, https://www.youtube.com/watch?v=lFIfp8o0CiI -- looks neat.
I'm not sure I agree it's a good idea at this stage in Bevy's lifetime to dedicate significant effort away from the core project to showcases.
I agree it would be ideal if such projects existed, but at this point it probably makes more sense for development to be focused on fundamentals like their upcoming editor.
On the contrary, dogfooding early would allow you to more easily spot design flaws and steer the project in the right direction accordingly.
Close collaboration with the users of the library can provide the same benefits. Without taking core developers away work working on the core. There seems to be dozens of games in development using Bevy, so that is a good sign!
How do they know if they are building the right thing?
Bevy is a community-driven engine, and there are hundreds of hobbists making small games with it already, providing tons of feedbacks and often even pull requests.
The kind of feedback they lack at the moment is more feedback from professional shops especially big ones, but it's not the kind of things they can dogfood anyway.