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So, I'm currently part of a team making a Real Commercial Video Game in Bevy. The stability issues aren't bad: it's half a day of work fixing compiler errors every 3 months, even on a massive project. The Rust compiler (and tests!) make it way easier, and ecosystem crates are pretty good about updating (and will often merge PRs to do so, even if the author isn't super active).

I would expect 1.0 in two to three years, but of course, that's not a promise.

Missing features are definitely the larger challenge still: animation is crude, there's no editor yet (but `bevy_inspector_egui` rocks), UI is very heavy on boilerplate and needs widgets. But the ability to rapidly prototype and refactor rock-solid, high performance gameplay code simply can't be matched. Rust's type system makes writing robust code easy and Bevy's ECS nearly eliminates data plumbing nuisances.

> What trade-offs are you making in building Bevvy that would cause someone to choose Godot over your long-term vision?

Even in the long-term, I would choose Godot if you're looking for a more traditional, editor-driven approach. Bevy is likely to prioritize code over nodes for gameplay purposes, and you really want anyone implementing game designs to have some Rust (it's not that bad when working in an established framework!).

> Are there any concerns specific to Bevvy around compiling its output to WASM? I assume not, but might as well ask.

Bevy generally works quite well on WASM [0], but there's some frustrations. Audio has weirdness at startup, there are random compiler issues, some graphics APIs are unavailable, and of course, parallelism is still very limited. Steadily improving, but most of that work is being done upstream from us.

[0]: https://itch.io/jam/bevy-jam-2



Awesome! Thank you for the thoughtful response. It's really encouraging to hear that a RCVG™ is building using Bevy and happy with it! I'll start playing this weekend based on that feedback.

I am not super interested in an editor-driven approach at the moment, but perhaps I'll regret that as the project grows in complexity.

Thanks for the specific remarks on WASM, Animation FX, etc. I'll be happy with those problems if I can get my project to the point of experiencing them.

Good luck on your project! Let me know when it's out and I'll give it a spin :)




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