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> The scheduling rework that you're complaining about is extremely high priority

I see.

> I have also personally invested hundreds of hours writing, editing and reviewing docs for Bevy

Do you refer to the API docs and/or examples, or something else? I think it's important to have updated and more or less extensive API documentation, but it's not a proper resource for people to learn. AFAIK the only other semi-official learning resource is the cheat book, which is fundamental, but also incomplete.

> As for serious projects: I've spoken with about a half-dozen commercial teams [...] they've over all been wildly impressed been how easy to maintain, reliable and performant Bevy has been for them.

I don't have this clear. Are 5/6 teams actually building commercial games with Bevy, or they just planning to do it in the future? This is a crucial distinction.



API docs, examples and the revised book: https://github.com/bevyengine/bevy-website/pulls?q=is%3Aopen...

Strongly agreed on the need for better introductory material; the existing book is extremely incomplete.

> I don't have this clear. Are 5/6 teams actually building commercial games with Bevy, or they just planning to do it in the future? This is a crucial distinction.

I know of 2 released commercial projects, the CAD team, a few indie devs who have started and 3 or so small studios who are looking to start. There's a little thread in the Discord where I've rounded folks up: [Bevy in production](https://discord.com/channels/691052431525675048/995713618526...).




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