pcwalton
7 hours ago
Some great stuff in this release. I contributed some rendering code, most notably reducing the renderer to O(number of changed entities) on the CPU, that went unmentioned in the release notes.
I do have to say, however, that BSN syntax isn't good and is getting worse. There are too many sigils, and -- to separate list elements (!) is an indication that it's been designed into a corner. The fact that it's not LR(1) should have been an indication that it was misdesigned. The scene format should be redesigned to be editor-first, with ease of VCS merging as a paramount consideration.
bluehex
4 hours ago
I was curious how the design was arrived at and found some of the trade-offs discussed in this issue[0]. I personally liked the idea of using a combination of semicolons and commas to separate entities and components; but oh well, I guess we'll get used to the double-dash.
jordand
an hour ago
It's not that dissimilar to how Dioxus does this kind of thing with rsx! but yeah, it first got released in 0.19 and got big improvements in this release. It'll be interesting to see how uptake and adoption goes.
JeanMertz
4 hours ago
I love the work you are doing in Bevy. I often filter the PR list based on your handle just to see what big graphics/performance work you are cooking up.
I unfortunately do agree with you on the BSN syntax, I guess it's a matter of tradeoffs, but I don't think backward breaking changes are off the table for the foreseeable future, so curious what can be done to improve the syntax in the next couple of releases.
Although what I really look forward to is auto-formatting of the syntax, I care about the feel and look of the syntax, but I care even more about consistency across my code base.