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When writing documentations, a good rule to keep in mind is the 4 types of technical documentation. It seems that these fundamental knowledge fall into the category of explanations, while you also mention Rust native examples and targets newbie programmers, for whom practical steps may work better. It may be helpful to clarify the type in advance before you start writing the documentation. Just an advice :) |
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Hello everyone,
TL;DR: I propose that we add Video Game fundamentals to the Bevy Book. The current problem with writing a guide of Bevy is that Bevy still fresh and introduces big changes every few months. Writing a Book will become a nightmare to maintain and waste of energy in the current state, understandably, which is why I started this discussion by talking about Video Game fundamentals.
From my personal experience, coming to Bevy from absolutely no knowledge about game making. I had to learn everything my self from scratch and not just Bevy specific implementations but the usual Video Game fundamentals like Vector Math, Rendering, Positioning, Collisions, Physics etc.
If there is something that will not change in the future is video games fundamentals, my Idea is what if we start Bevy Book Guide by introducing those Video Games fundamentals? I know that they are covered by many other places, from math channels / articles to other video game engines like Unity or Godot. But from my perspective I wish that I have learnt them from Bevy itself, given examples from Rust code, and having ECS System in mind while teaching those concepts. By the time we come to a point where we start writing Bevy thorough guides, we will have a book full of very important fundamentals for those who never touched a game engine in their life.
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