Deadlocked In Time [Ongoing] - Version: 0.10
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Bevy 0.10 is shipping with a lovely collection of built-in common run conditions. You can easily run systems if there are events to process, timers that elapsed, resources that changed, input state changes, states that changed, and more (thanks to @maniwani, @inodentry, @jakobhellermann, and @jabuwu).
As a result, in Bevy 0.10 states are now \"stackless\": only one queued state of each type at a time. After lots of alpha testing, we're reasonably confident that this shouldn't be too bad to migrate away from. If you were relying on the state stack, you have plenty of options:
The biggest bottleneck when rendering anything in Bevy is the final render stage, where we collect all of the data in the render world to issue draw calls to the GPU. The core loops here are extremely hot and any extra overhead is noticeable. In Bevy 0.10, we've thrown the kitchen sink at this problem and have attacked it from every angle. Overall, these following optimizations should make the render stage 2-3 times faster than it was in 0.9:
Transform propagation is one of the core systems of any game engine. If you move a parent entity, you expect its children to move in worldspace. Bevy's transform propagation system happens to be one of the largest bottlenecks for multiple systems: rendering, UI, physics, animation, etc. cannot run until it's complete. It's imperative that transform propagation is fast to avoid blocking all of these systems. In Bevy 0.9 and before, transform propagation has always been single-threaded and always requires a full hierarchy traversal. As worlds got larger, so did the time spent in this key bottleneck. In Bevy 0.10, transform propagation leverages the structure of a well-formed hierarchy to fully run over multiple threads. The full performance benefits entirely depend on how the hierarchy is structured and how many CPU cores are available. In our testing, this has made transform propagation in our many_foxes benchmark 4 times faster on our testing hardware.
Since this has never been announced officially outside of the conferencecircuit, the GStreamer team would like toclarifythat GStreamer 0.10 is no longer maintained. Not by us, nor by anyone else.There will be no more GStreamer 0.10 releases, not even bug-fix releases.Bugs will not be investigated unless they also apply to GStreamer 1.x.Patches will only be reviewed and pushed if they apply to one of thecurrent 1.x branches or fix an issue that still pertains to 1.x.Bug fixes have not been backported systematically to 0.10 for a very longtime now, and there are many hundreds of bugs that have only been fixedin 1.x, and manymore are fixed every week. Any commits to the 0.10 branchare made purely on an ad-hoc basis now, and we may lock down the branchcompletely. No more features will be added to 0.10. However, GStreamer 0.10support is of course still available on a commercial basis from the usualsuspects.
This is an ad-hoc bug-fix release that fixes a thread-safety issue with thewidely-used multiqueue element, and a corner case timestamping issue inbasesrc. It is identical to the 0.10.33 release otherwise. gst-plugins-base0.10.34 is fully identical to 0.10.33 and was just made to keep core/baseversion numbers in sync. 59ce067264