Carter Anderson

@cart.work

Creator of Bevy Engine. Gamedev, programmer, and artist.

A quick note to the #Bevy community: for awhile now managing the many responsibilities of leading Bevy has made me retreat further and further into myself. The boundaries have protected me, but I've lost much of the lightness and joy in my day to day interactions with the community... (1/3)

It is high time we started tracking these things as a matter of course in a standardized way. This has already caught a ton of regressions.

Bevy@bevy.org · 9mo ago

The Bevy Metrics dashboard is now live at metrics.bevy.org! For each Bevy commit this tracks compile times, binary size, and runs stress tests on standardized, real gaming hardware. These are all graphed to identify historical trends and track down commits that improve or regress the state of Bevy!

Can someone explain to me why the PhantomData<fn() -> T> behavior cannot be the default implied behavior for unused types in Rust? (aka: pretend T is not stored on the type ... because it isn't). PhantomData comes up constantly for me in safe code and it feels SO clunky to me.

All this chatter about how Rust is supposedly bad for game development is the exact same chatter I used to read about how Rust is bad for server-side apps, or desktop apps, or OS kernels, or libraries to be called from C, etc. etc. 1/2

It took me a year to finally set up (it taking this long was fully on me ... I got tired of doing paperwork), but I'm officially employee number 2 of the #Bevy Foundation!

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Did some work on Bevy's catch-all (anyhow-style) error type today. I figured we might as well take advantage of the fact that we can be opinionated and fix the "stack trace noise problem". If you're familiar with the current state of affairs this will look blissfully simple to you. #bevy

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