| ▲ | TakerofVita a day ago | ||||||||||||||||
yeah, I've been doing some game dev with rust, and the cost of iteration is hugely higher (though it has been worth it so far). Often a build takes 10min+. Something like this project would help a lot if it supported windows. It is pretty noticeable if you have agents working in subtrees too, a fresh build in a worktree can be like 20min with bevy | |||||||||||||||||
| ▲ | _cart a day ago | parent | next [-] | ||||||||||||||||
Bevy (the engine itself) actually compiles faster than Godot (the engine itself) on my machine. The difference is that Godot ships the engine pre-compiled. With cached builds / shared builds (and/or dynamic linking) things look much better. (disclosure: I am Bevy's creator). That being said, if you're doing GDScript for game logic (or even C#) in Godot, game logic does still compile much faster in Godot. And the "precompiled Bevy / dynamic linking game logic" pattern in Bevy isn't a standard workflow atm (but with the upcoming editor we're planning on making that easier to set up). | |||||||||||||||||
| ▲ | cedws 19 hours ago | parent | prev [-] | ||||||||||||||||
It doesn’t have to be like this though. Jonathon Blow’s new game compiles at a crazy speed, like under 5s IIRC. | |||||||||||||||||
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