u/KijoSenzo

"Average residential customer who receives both electric and natural gas service could see a total bill increase of up to 10.5% per month, starting late this year." - Xcel Energy - Colorado

Anyone else got this email? Wasn't there a rate increase last year as well?

reddit.com
u/KijoSenzo — 6 days ago
▲ 73 r/bevy

Wow, after a handful of years with Unity and Godot, and even spending some months making my own engine - I think Bevy is the engine is for me after just 3 days of it.

Bevy is so simple I don't even know if I want an editor to be honest or at least I hope Bevy continue having an option to continue editor-less and keep things lightweight, simple, and clean. What I do is I just draw debug widgets as simple boolean flags and development has been really smooth especially with how fast things reload and compile and I push for as much hot reloading as possible... I have always hated fighting against UI or nested UI and Godot was pretty bad in that regard.

It really is refreshingly simple. I am so excited to see where Bevy goes. I hope to see Avian become as good as Jolt and shout out to Bevy HUI, using html/css like was great and got some good looking UI up and running with ease.

I haven't tried too much of Lightyear networking but having these out of the box is insane.

Advanced replication

  • Client-side prediction: with just a one-line change, you can enable client-prediction with rollback on the client, so that your inputs can feel responsive
    
  • Snapshot interpolation: with just a one-line change, you can enable Snapshot interpolation so that entities are smoothly interpolated even if replicated infrequently.
    
  • Client-authoritative replication: you can also replicate entities from the client to the server. The authority over the entity is transferable between the client and the server.
    
  • Pre-spawning predicted entities: you can spawn Predicted entities on the client first, and then transfer the authority to the server. This ensures that the entity is spawned immediately, but will still be controlled by the server.
    
  • Entity mapping: lightyear also supports replicating components/messages that contain references to other entities. The entities will be mapped from the local World to the remote World.
    
  • Interest management: lightyear supports replicating only a subset of the World to clients. Interest management is made flexible by the use of Rooms
    
  • Input Delay: you can add a custom amount of input-delay as a trade-off between having a more responsive game or more miss-predictions
    
  • Bandwidth Management: you can set a cap to the bandwidth for the connection. Then messages will be sent in decreasing order of priority (that you can set yourself), with a priority-accumulation scheme
    
  • Lag Compensation is available so that predicted entities can interact with interpolated entities (used most often for fps games)
    

If you guys have any frameworks you enjoy, let me know.

reddit.com
u/KijoSenzo — 10 days ago