u/General_Wolf_6134

▲ 7 r/Ubuntu

Best remote desktop solution

Both my work laptop and workstation run Ubuntu, and I would like to find a way to remotely (same LAN or using a VPN - GlobalProtect) access my workstation from the laptop. I tested NoMachine, Parsec and Remmina and apparently they don't work... Does any of you have suggestions on what I could use? Thanks!

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u/General_Wolf_6134 — 1 day ago
▲ 25 r/bevy

If I understand correctly, with Bevy a (oversimplified) description of the game state at time t is a matrix with entities on the rows, and components on the columns. How do you scale this to an open-world game like Crimson Desert, where you have a massive map with lots of assets? Do you split the terrain in quadrants or something like that?

Just trying to build intuition, not working on anything that massive.

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u/General_Wolf_6134 — 13 days ago
▲ 10 r/bevy

Let's suppose we want to verify that gameplay mechanics behave correctly in Bevy — for example, that pressing A moves the player left and D moves them right, including any physics/collision interactions.

What's the recommended approach? I can think of two extremes: (1) headless integration tests that inject input events and assert on component state after stepping the schedule, or (2) something end-to-end like an agent that runs the game and analyzes the rendered output. Do you have any recommendation on what to do?

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u/General_Wolf_6134 — 14 days ago
▲ 5 r/bevy

Hi, I am trying to understand the core difference between Bevy and html-based game development, with focus on perfromance.

With Bevy, we have the advantage of an ECS approach, which also gives us parallelism on CPU cores. With JavaScript, we can combine ECS with Three.js (see here). Do you know why ECS --> CPU cores parallelism does not hold for html-based development? Thanks!

reddit.com
u/General_Wolf_6134 — 14 days ago
▲ 16 r/bevy

Hi, I'm building a game entirely in Bevy and looking for an editor or tooling for prototyping — scene layout, tweaking values live, that kind of thing.

I previously prototyped in Godot and really liked how easy it is to tweak things. What does the Bevy community currently use? I've seen mentions of bevy_editor_pls and the official editor work — is either usable today, or do most people prototype in code + hot reload?

reddit.com
u/General_Wolf_6134 — 20 days ago
▲ 14 r/bevy

I'm trying to understand how Bevy's ECS architecture affects headless testing of gameplay systems compared to Unreal or Unity.

My understanding is that because Bevy's renderer is a plugin, you can spin up an App without DefaultPlugins, run a fixed number of update ticks, and assert on component state directly. That seems cleaner than what I've seen in Unreal/Unity, where headless/automation testing usually still drags in a lot of engine subsystems.

Concretely: if I have a rule like "enemy dies after being hit three times," what's the idiomatic Bevy pattern for testing that? Spawn the entities in a test App, send three damage events, run app.update() a few times, then query for the enemy and check it's despawned? Is there a more standard approach?

And does anyone with Unreal/Unity experience want to weigh in on whether this is meaningfully different from how you'd test the same rule there?

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u/General_Wolf_6134 — 23 days ago
▲ 13 r/bevy

(Bevy newbie here) Is it correct to say that Bevy is an engine using Rust as a programming language, and ECS as an architecture? Or is ECS a consequence of using Rust, which has the ECS architecture baked in, so to say? References and reading suggestions are very welcome! Thanks

reddit.com
u/General_Wolf_6134 — 25 days ago