Replies: 3 comments 4 replies
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IMO, any example project should be incredibly succinct. That's why something like an early arcade game (like pong) is ideal. FPS itself has a number of strict requirements that are orthogonal and mostly unrelated to the underlying game world structure. I also think Voxels in particular add several layers of complexity that would detract from learning how to build a barebones FPS. An example shouldn't be a dream game - it should just be something that can be explained well, easily expanded by a new bevy user and ultimately included within a tutorial. I do think a very simple sandbox Voxel game would be awesome for Bevy. And a voxel example game could borrow elements from the FPS example, but Voxel itself need not be a FPS - there are a lot of genres. |
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I think a longer term project makes sense, but I think it might be more prudent to wait for a more feature complete bevy before doing this. That way you will get the benefit of building off systems that are unlikely to drastically change in the future and the game will ideally b e easier to make. |
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This relates to the discussion here: #1248 |
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I think there should be a sample project for Bevy that's a bit heavier than the current example projects, while still being simple enough to build off of and make your own. Thus, I had the idea that we should make a simple voxel game, complete with tutorial.
Note: All of this is subject to change depending on community response. This is a community-led project in the first place, and I can see a lot of these systems changing as time goes on.
Why Voxel?
There are many, many projects made in Bevy that are voxel games. In general, it's a very popular use case, and I think it would be cool to show how to generate and render them.
Why Bevy?
Two reasons.
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