Bevy Developer Network
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# Bevy's rendering-dev core principles Writing a renderer has many tradeoffs. Bevy's standard rendering setup cannot aim to satisfy everyone. Instead, we've chosen to focus on creating a flexible renderer while making sure that basic functionality works well out-of-the-box. To help you understand the tradeoffs we've made (and guide further development), we've written a list of core principles that we use to determine the direction of Bevy's rendering features. This list is aspirational: aiming to capture our design philosophy and goals, not describe the state of the renderer as it exists today. - General purpose - Bevy's renderer should be useful to a broad range of users, styles and applications: from pixel art to stylized 2D to high-end PBR to CAD visualizations. - While Bevy's core audience is game devs, we care about supporting a wide range of use cases across the engine, including in rendering. It's okay to use game-focused examples and concepts in our learning and marketing material, but creative coders, artists, VJs, scientists, simulation makers and more are first-class users of Bevy's renderer too. - Empowering - As the foreword of the Rust Book says, ["the Rust programming language is fundamentally about empowerment: no matter what kind of code you are writing now, Rust empowers you to reach farther, to program with confidence in a wider variety of domains than you did before."][1]. The same is true for Bevy's renderer. - Common tasks and simple changes should be easy: without a lot of boilerplate, advanced knowledge or jargon. - User experience matters, especially when adding new features. We need to consider the UX of both the new feature itself, and how it interacts with other existing features. - Ultimately, we can't add all of the advanced features every user might want. Instead, Bevy's renderer should be seen as a toolbox, empowering them to build exactly what they need to the specifications. - Modular - Users should be able to use only the parts of the renderer they want; including none of it at all. - For example, defining a scene should not depend on the renderer used to render that scene. Users should be able to replace parts of the renderer without having to also change how they define a scene. - Cross platform - As part of its goals to serve a broad audience of devs and users, Bevy aims to support a wide range of operating systems, devices and hardware capability. - The details of the platforms we currently support is given in our [platform tier policy](NOT YET WRITTEN). - Whenever possible, we attempt to detect device limitations programatically via feature detection, and degrade gracefully. - While we aim to support each feature on every device it can run on, we are not bound by the lowest-common-denominator. Both high-end and low-end features can be worth adding, even if they can't or shouldn't be used everywhere. - Easy to maintain - Despite Bevy's ambition, it is ultimately powered by a relatively small team of volunteers. - Keeping on top of tech debt, limiting the inclusion of niche features, automating testing and keeping a clean, well-documented code base are all essential for stretching out time and effort further. - Use standards - Bevy relies on standards whenever possible. When making new features, we try to use existing standards instead of making a new competing standard. - For example, instead of making our own rendering hardware abstraction we used wgpu/webgpu. - For shaders we are embracing wgsl and it's ecosystem. - For scene definitions we support glTF with many extensions. - Similarly, we aim to use modern, industry-standard techniques: learning from other renderers, implementing papers, and only reinventing the wheel when results are clearly better. - Performant - Like the rest of Bevy, we aim to balance performance improvements with a user-centric focus on usability, stability and features. - We care most about performance under realistic loads: not empty scenes or comically large stress tests. - Performance isn't just FPS: stuttering, RAM and VRAM usage, loading times and more must all be considered holistically. - Our architecture should make things "fast by default", and expose and explain tuning knobs to speed up scenarios. - As a last resort, we should support users who want to rewrite and finetune bits of our rendering infrastructure to meet their exact performance needs, through the use of a thoughtful modular architecture. [1]: <https://doc.rust-lang.org/book/foreword.html>

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