Sorry, but at this point if you think Bevy's ECS is a burden for app logic I just don't believe you. You have to organize your code somehow. The question is whether the framework helps you do it or not.
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I just... don't see it. Doing gameplay logic in the ECS speeds the development process up for me. Maybe for tiny games it's different. But when everything is interacting with everything else, I need all the help I can get to manage complexity.
We are using hand tracking on the quest to do exercises for patients with a unity app (bevy’s rendering is still not there yet for a mobile vr headset)
I'd be curious to see more non-renderloop-esque usages of ecs app logic. I don't think you're going to tempt over many react/compose/swiftui devs since they have very different needs than a game dev
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I still haven't seen an ECS that's as friendly for design iteration of those cases as hot-reloading blobs of arbitrary Lua.
But I'd eagerly embrace a counter-example if you have one!
Unity ecs has been a pain to work with but most of the problems encountered stem incomplete features, not the actual ecs paradigm which is fantastic.
https://pmc.ncbi.nlm.nih.gov/articles/PMC10977399/
We are using hand tracking on the quest to do exercises for patients with a unity app (bevy’s rendering is still not there yet for a mobile vr headset)
FWIW I used it to write a static site generator and it was quite a pleasant experience and made it easy to parallelize