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InfluxDB
Power Real-Time Data Analytics at Scale. Get real-time insights from all types of time series data with InfluxDB. Ingest, query, and analyze billions of data points in real-time with unbounded cardinality.
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awesome-bevy
A collection of Bevy assets, plugins, learning resources, and apps made by the community
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SaaSHub
SaaSHub - Software Alternatives and Reviews. SaaSHub helps you find the best software and product alternatives
It seems as if a proper scene editor is the last thing Bevy needs to break into the "big leagues" with Unity and Unreal, so I'm very excited to see the design beginning to be laid out. I was curious on the choice of the rendering backend for the editor, though. Raph Levien has written about how he sees wgpu as not a good solution for GUI rendering, and has been working on the compute-based vello as an alternative. Are there any plans to write the editor with Bevy and vello, or perhaps the still-nascent xilem?
Yup this is something on our radar. In addition to the IceSentry's comment, there is already the bevy-hikari crate that adds path tracing to Bevy. We'll also have SSAO very soon, which can help tide us over while we wait for a full GI solution.
I've summarized a lot of my thoughts in this blog post, but in short: * "The Developer's Engine": most engines are built using multiple languages, with significant abstraction between "user code" and "engine code". Bevy is built with a consistent stack and data model (see the blog post I linked to for details). If you "go to definition" on a Bevy app symbol in your IDE, the underlying engine code will look the same as your app code. You can also swap out basically everything. We have a vibrant plugin ecosystem as a result. These blurred lines also make it way easier for "Bevy app developers" to make direct contributions to the engine. Bevy App developers are Bevy Engine developers, they just don't know it yet. The new Bevy renderer (in 0.6) was also built with this principle in mind. It exposes low, mid, and high level renderer apis in a way that makes it easy to "insert yourself" into the engine. * Fully embraces ECS: No popular engines are currently all-in on ECS (either they have no official support ... or they are half-in half-out). I reflect on some of the benefits we've enjoyed thanks to Bevy ECS in the blog post I linked to. Note that there is a lot of pro and anti ECS hype. Don't just blindly follow dogma and hype trains. ECS isn't one thing and Bevy ECS intentionally blurs the lines between paradigms. * Fully Free and Open Source With No Contracts: Of the popular engines, only Godot is a competitor in this space.
I'm actually working on this as a side project (here).
My game, Emergence is young, but I deliberately open-sourced it to be able to let people poke around at a larger project.