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Architecting a Rust Game Engine (with Alice Cecile)

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Conteúdo fornecido por Kris Jenkins. Todo o conteúdo do podcast, incluindo episódios, gráficos e descrições de podcast, é carregado e fornecido diretamente por Kris Jenkins ou por seu parceiro de plataforma de podcast. Se você acredita que alguém está usando seu trabalho protegido por direitos autorais sem sua permissão, siga o processo descrito aqui https://pt.player.fm/legal.

This week we take a look at Bevy, a new game engine written in Rust. And in particular, we look at a core component of Bevy that has something to teach you even if you never write a game: its Entity Component System, or ECS. An ECS is an approach to managing complex systems with large numbers of moving parts, that takes some inspiration from the Relational Database world, and a little from Functional Programming to build something entirely unique and surprisingly high-performance.

Joining us to explain all is Alice Cecile. She’s part of the Bevy foundation, which is charting a course from data-management and rendering tool to fully-featured game development environment. A journey they’ve made huge progress on, but still expect to take another decade to come to full fruition. We look at the core ECS, and the wider project-management approaches they need to make the journey.

Support Developer Voices on Patreon: https://patreon.com/DeveloperVoices

Support Developer Voices on YouTube: https://www.youtube.com/@developervoices/join

Bevy: https://bevyengine.org/

Bevy Examples: https://bevyengine.org/examples/

Flecs (C++): https://github.com/SanderMertens/flecs

Tiny Glade (game): https://store.steampowered.com/app/2198150/Tiny_Glade/

Alice on Mastodon: https://mastodon.gamedev.place/@alice_i_cecile

Kris on Mastodon: http://mastodon.social/@krisajenkins

Kris on LinkedIn: https://www.linkedin.com/in/krisjenkins/

Kris on Twitter: https://twitter.com/krisajenkins

  continue reading

72 episódios

Artwork
iconCompartilhar
 
Manage episode 446495654 series 3476072
Conteúdo fornecido por Kris Jenkins. Todo o conteúdo do podcast, incluindo episódios, gráficos e descrições de podcast, é carregado e fornecido diretamente por Kris Jenkins ou por seu parceiro de plataforma de podcast. Se você acredita que alguém está usando seu trabalho protegido por direitos autorais sem sua permissão, siga o processo descrito aqui https://pt.player.fm/legal.

This week we take a look at Bevy, a new game engine written in Rust. And in particular, we look at a core component of Bevy that has something to teach you even if you never write a game: its Entity Component System, or ECS. An ECS is an approach to managing complex systems with large numbers of moving parts, that takes some inspiration from the Relational Database world, and a little from Functional Programming to build something entirely unique and surprisingly high-performance.

Joining us to explain all is Alice Cecile. She’s part of the Bevy foundation, which is charting a course from data-management and rendering tool to fully-featured game development environment. A journey they’ve made huge progress on, but still expect to take another decade to come to full fruition. We look at the core ECS, and the wider project-management approaches they need to make the journey.

Support Developer Voices on Patreon: https://patreon.com/DeveloperVoices

Support Developer Voices on YouTube: https://www.youtube.com/@developervoices/join

Bevy: https://bevyengine.org/

Bevy Examples: https://bevyengine.org/examples/

Flecs (C++): https://github.com/SanderMertens/flecs

Tiny Glade (game): https://store.steampowered.com/app/2198150/Tiny_Glade/

Alice on Mastodon: https://mastodon.gamedev.place/@alice_i_cecile

Kris on Mastodon: http://mastodon.social/@krisajenkins

Kris on LinkedIn: https://www.linkedin.com/in/krisjenkins/

Kris on Twitter: https://twitter.com/krisajenkins

  continue reading

72 episódios

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