Maturity of Bevy for serious 2D iOS projects? #10351
Replies: 3 comments 9 replies
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@HackerFoo's Noumenal project is the most mature iOS project by quite a bit, but several people have successfully shipped iOS apps to the App Store.
I would expect a fair bit of FFI, but the community would likely be happy to collaborate on (and likely upstream) this work. But very little out-of-the-box at present.
I gave a talk about this in September 2023 :) For that particular project, you'll want to look at seldom_pixel: it should give you an excellent starting experience. I would expect that limited engine audio support (use bevy_kira_audio), and limited engine animation tools (use bevy_spine or one of the several sprite-based animation solutions) to be really the only missing features you'll run into. UI will be heavy on boilerplate but functional if you don't want complex widgets. Physics is fully third-party: bevy_xpbd and bevy_rapier are both defensible. Overall: no serious blockers, other than maybe iOS specific missing features or performance that I'm not qualified to comment on. |
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Haptic feedback and gesture (screen swiping) should have direct support in Bevy. I'm trying to improve gestures currently (rust-windowing/winit#3130) so that should come soon~ish Notifications, in app purchases and maybe other APIs on the other hands, will probably stay in third party plugins. There are a few people on Discord getting support for ads and in app purchase, so it's definitely possible. From my experiments, the way integration with iOS native languages are:
In both cases, you should be able to find help! |
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I'm using Bevy on an iPhone 13 and an iPad Pro M2. Not the oldest devices, but it works without issues on both. And I haven't heard issues about perf on iOS |
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First of all, I understand these questions are difficult to give a straight forward answer to, but would love to get an estimate of my mileage if I were to use Bevy, because it does seems quite promising, so any input's appreciated.
I'm planning out a mobile game project that I intend to fully ship and maintain on the App Store. I previous used Godot for my projects but not a big fan of GDScript and I love Rust. Hence, I want to evaluate the feasibility of using Bevy for this project. Fair warning, I barely skimmed through the Bevy starter guide, so I'm a total beginner.
The game I plan to ship is a 2D iOS game in pixel arts. It is single player with in-app purchases but will frequently rely on server to client communications for things like weekly rewards, typical mobile game stuff. Here are some notable questions I had about Bevy:
Again, highly appreciate anyone's input!
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