Some great stuff in this release. I contributed some rendering code, most notably reducing the renderer to O(number of changed entities) on the CPU, that went unmentioned in the release notes.
I do have to say, however, that BSN syntax isn't good and is getting worse. There are too many sigils, and -- to separate list elements (!) is an indication that it's been designed into a corner. The fact that it's not LR(1) should have been an indication that it was misdesigned. The scene format should be redesigned to be editor-first, with ease of VCS merging as a paramount consideration.
I built a real time strategy game using Bevy, sort of like Starcraft 2, once I learned that SC3 would be an FPS. I relied on a team of claude fable/opus/sonnet agents to develop assets in blender, generative models for the art, and to do most of the coding, but I have a feeling that Bevy's design played a role in shaping the game and the ease of adding new features. The whole thing took a week of running the agents in the background / overnight and the result is very fun to play and includes a LAN mode. Not the level of polish and balance of SC2, but its actually comparable, which is mind blowing to me.
I have been learning Bevy for fun lately, it's been a blast. They have been introducing breaking changes left and right but I think its in the service of addressing important things. It's probably too immature to stake a real commercial product on it at the moment, and I'm saying that as the kind of person who is attracted to a cool architecture rather than the pragmatics of shipping.
The Bevy team are doing amazing work and it's great to see it being worked on all the time. I'm not a game developer, but it's interesting to see it listed in some jobs for companies building simulations.
By some coincidence I've been looking at bevy and other engines lately. Bevy sounds like it had thought put into it's library to make it more modular. However so far it very hard to even get started in it. (Haven't even gotten it to build)
I do have to say, however, that BSN syntax isn't good and is getting worse. There are too many sigils, and -- to separate list elements (!) is an indication that it's been designed into a corner. The fact that it's not LR(1) should have been an indication that it was misdesigned. The scene format should be redesigned to be editor-first, with ease of VCS merging as a paramount consideration.
I'd probably mention Tiny Glade (Bevy ECS only) and Polders specifically.