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I agree with you, Bevy is a worthy cause.

Why are people downvoting? The idea of Great High Performance Graphics Effortlessly on All Platforms is very appealing. It is fundamentally empathetic. It is an opium to game developers whose real antagonist is Apple and Nintendo, and who want a more organic journey in game development than Unity Learn. Is it a realizable goal? Time will tell.

Everyone should be advocating for more focused efforts, but then. Are you going to say, Bevy is better than Godot? It’s subjective right? Open source efforts are already spread so thin. An inability to rally behind one engine means achieving 2013’s Unity 5 level of functionality is years away.

Looking at it critically, in fact much effort in the open source ecosystem is even anti games. For example emulators used to pirate Nintendo Switch games have more mature multiplatform graphics engine implementations than Godot and Bevy do. It would be nice if that weren’t true, you might tell me in some sense that I am wrong, but c’mon. It’s crazy how much community effort goes into piracy compared to the stuff that would sincerely benefit game developers.

WebGPU is authored by giant media companies, and will have purposefully hobbled support by the most obnoxious of them all, Apple - the one platform where it is kind of impractical to pirate stuff, but also, where it is kind of impractical to deliver games through the browser. Precisely because of the empathetic, yet ultimately false, promises of WebGPU.






Why are you bringing up Godot again? Are you worried Godot will be left behind or unable to compete with Unity? Are you working on Godot? Why are you focused exclusively on games? What are the ‘false promises’ of WebGPU, and why do you think it won’t deliver compute shaders to every browser that supports it, like it says? I’m just curious, I get the sense there’s an underlying issue you feel strongly about and a set of assumptions that you’re not stating here. I don’t have a lot invested in whether WebGPU is adopted by everyone, and I’m trying to understand if and why you do. Seems like compute shaders in the browser will have a lot of interest considering the wild success of CUDA. Are you against people having access to compute shaders in the browser?

> What are the ‘false promises’ of WebGPU

That you can write a "compute shader" once, and it will run "anywhere." This isn't the case with any accelerated compute API, so why is WebGPU going to be different?

Reality will be Chrome Windows Desktop WebGPU, Chrome Android (newish) WebGPU, Mobile Safari iOS 18 WebGPU, iPad WebGPU, macOS Safari WebGPU, macOS Chrome WebGPU, iOS default in app browser WebGPU, Instagram and Facebook in app browser WebGPU...

This isn't complicated! If that's reality, I'd rather have:

Apple Compute Shaders for Browser. Windows Chrome Compute Shaders for Browser. Android Chrome Compute Shaders for Browser.

Because I'm going to go through a middleware like Unity to deal with both situations. But look at which is simpler. It's not complicated.

> I’m trying to understand if and why you do.

I make games. I like the status quo where we get amazing game engines for free.

I cannot force open source developers to do anything. They are welcome to waste their time on any effort. If Bevy has great WebGL 2 support, which runs almost without warts everywhere, even on iOS, for example, it makes no sense to worry about WebGPU at all, due to the nature of the games that use Bevy. Because "runs on WebGPU" is making-believe that you can avoid the hard multiplatform engine bits. Engines like Construct and LOVE and whatever - 2D games don't need compute shaders, they are not very performance sensitive, use the browser as the middleware, and the ones that are, they should just use a huge commercial game engine. People have choices.


> That you can write a "compute shader" once, and it will run "anywhere."

Can you post a link to that quote? What exactly are you quoting?




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