Bevy and Path Traced lighting soon enough!!


I decided to rewrite with the bevy engine,

Reasons:

To have a renderer that I can combine with raytraced voxels for

UI, Non voxel entities, Partials, Skyboxes, etc

Why is this difficult? Because the bevy rendering ecosystem is not very well explored, I will get back to you as soon as I figure out how to incorporate the system. Why bevy? because bevy uses wgpu, which is what I'm using for rendering, Why wgpu? because it supports vulkan, opengl and more out of the box, and because its a rust game engine!

Does this make the project less interesting because "game engine"? No not in the least, it is just as difficult.

Comments

Log in with itch.io to leave a comment.

(4 edits)

Interesting, I've heard of Bevy but never looked at it before.

There's nothing wrong with building on top of an existing game engine.  My first voxel game was written on top of Urho3D.  I never finished it because I decided to learn Vulkan and write my own game engine on top of it.

I don't know Rust, but I've read good things about it.

I look forward to seeing how your game progresses!