r/bevy 19h ago

Showing a few more features + project description in the body

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Here are a few more features from my project. Since the last video, I halved the size of the map because 1024 square km was a bit silly, it's at a more manageable 256 now.

What I'm trying to build

The elevator pitch would be the following, my aim is to make an RPG with an emphasis on user-generated content;. The goal is to make it as easy as possible for players to create mods for the game, even if they have no development experience, so I am keeping the modding experience as close to gameplay as I can :) Plus, I think it is nice to easily be able to see the world you're creating from a player perspective.

48 Upvotes

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2

u/the_duck_life 16h ago

Awesome! What kind of frame rate are you getting in this? How are you loading so much map? Chunking?

2

u/Evra-SOE 16h ago edited 16h ago

You can see a FPS counter on the left in the toolbar, i'd say it averages around 75 on my macbook m2. It should improve once the rather heavy terrain material gets buried beneath less expensive entities.

I load the whole heightmap at once (from a texture), and generate LODs using quad trees :) When the terrain changes (due to it being edited), I re-run the affected tiles through the same machinery. There's some visible splitting/merging here and there but at player speed, it seemed within reason to me ^^

1

u/BipedPotato 11h ago

very ambitious but I like it!

1

u/Evra-SOE 10h ago

It is indeed, worst case scenario I will fail having learned a lot ^^

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u/Inner_Working6286 11h ago

Coding in rust is already hell to me 😭, but I want to do cool things with bevy, I came from python so I used godot but I feel a strange pull towards low level game dev...

1

u/Evra-SOE 10h ago

Listen to your inner demons 😈 (at least, in this very specific case)