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.
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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