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# Bevy Engine
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# ![Bevy](assets/temp_bevy_logo.png)
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[![Crates.io](https://img.shields.io/crates/v/bevy.svg)](https://crates.io/crates/bevy)
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[![Crates.io](https://img.shields.io/crates/v/bevy.svg)](https://crates.io/crates/bevy)
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[![license](https://img.shields.io/badge/license-MIT-blue.svg)](https://github.com/bevyengine/bevy/LICENSE)
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[![license](https://img.shields.io/badge/license-MIT-blue.svg)](https://github.com/bevyengine/bevy/LICENSE)
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[![Crates.io](https://img.shields.io/crates/d/bevy.svg)](https://crates.io/crates/bevy)
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[![Crates.io](https://img.shields.io/crates/d/bevy.svg)](https://crates.io/crates/bevy)
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@ -95,6 +95,6 @@ These experiences led me to want the following from a game engine:
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* It needs to have an editor. Scene creation is a large part of game development and in many cases visual editors beat code. As a bonus, the editor should be built _in the engine_. Godot uses this approach and it is _so smart_. Doing so [dogfoods](https://en.wikipedia.org/wiki/Eating_your_own_dog_food) the engine's UI system. Improvements to the editor are also often improvements to the engine. And it makes sure your engine is flexible enough to build tooling (and not just games).
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* It needs to have an editor. Scene creation is a large part of game development and in many cases visual editors beat code. As a bonus, the editor should be built _in the engine_. Godot uses this approach and it is _so smart_. Doing so [dogfoods](https://en.wikipedia.org/wiki/Eating_your_own_dog_food) the engine's UI system. Improvements to the editor are also often improvements to the engine. And it makes sure your engine is flexible enough to build tooling (and not just games).
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* It needs to be data-driven/data-oriented/data-first. ECS is a common way of doing this, but it definitely isn't the only way. These paradigms can make your game faster (cache friendly, easier to parallelize), but they also make common tasks like game state serialization and synchronization delightfully straightforward.
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* It needs to be data-driven/data-oriented/data-first. ECS is a common way of doing this, but it definitely isn't the only way. These paradigms can make your game faster (cache friendly, easier to parallelize), but they also make common tasks like game state serialization and synchronization delightfully straightforward.
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None of the engines on the market _quite_ meet my requirements. And the changes required to make them meet my requirements are either massive in scope, impossible (closed source), or unwelcome (the things I want aren't what the developers or customers want). On top of that, making new game engines is fun!
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None of the engines on the market _quite_ line up with what I'm looking for. And the changes required to make them meet my requirements are either massive in scope, impossible (closed source), or unwelcome (the things I want aren't what the developers or customers want). On top of that, making new game engines is fun!
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Bevy is not trying to out-compete other open-source game engines. As much as possible we should be collaborating and building common foundations. If you are an open source game engine developer and you think a Bevy component would make your engine better, one of your engine's components could make Bevy better, or both, please reach out! Bevy is already benefitting massively from the efforts of the Rust gamedev ecosystem and we would love to pay it forward in whatever way we can.
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Bevy is not trying to out-compete other open-source game engines. As much as possible we should be collaborating and building common foundations. If you are an open source game engine developer and you think a Bevy component would make your engine better, one of your engine's components could make Bevy better, or both, please reach out! Bevy is already benefitting massively from the efforts of the Rust gamedev ecosystem and we would love to pay it forward in whatever way we can.
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