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There is an interview with the Tiny Glade developer which contains a bit more about why Bevy and how it's being used:

> And when it comes to the engine and the tech, Anastasia started with Bevy because it was the easiest thing to jump into, and we're still using a modified version of Bevy to this day. Technically, at the base level we have the framework called the ECS, or Entity Component System, which is the way to define the game objects and how they work, basically the lifeblood of everything happening within the game. Initially, Anastasia's prototype was using Bevy for everything, including rendering, but eventually, our needs outscaled what Bevy could provide at the time, as the need for the project was to have prettier graphics and better procedural generation on the GPU.

https://80.lv/articles/exclusive-tiny-glade-developers-discu...



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