Giving Bevy the Quick-Start Guide it deserves
If you go to the Bevy homepage and click Learn, it will only take a few clicks until you reach this page after only learning the absolute basics. Bevy developers then proceed with the next arduous step of scraping possibly-outdated unofficial resources and videos to learn the absolute building blocks of a Bevy game. This can lead to the following scenario:
randomly clicking through documentation
"Oh. They already made this thing for me, and I didn't have to write endless spaghetti code to implement it on my own. Well that would have been good to know... a little earlier."
I encountered this issue myself back when I was learning Bevy and wrote some truly terrible code, for which I blame half my lack of skill, and half the lack of documentation.
I have learned a lot, but still do not know everything. Bevy has so much to offer - did you know it has a built in animation clip system? Did you know you can attach observers to specific events instead of fishing for them in a generic Update system? Did you know you can create custom Query structs to avoid bloating systems with huge bulky types?
I am in the process of writing a Quick-Start guide that will hopefully be able to dispel some of this obscurity, with an example game being made at the same time which aims to be actually enjoyable to some extent and not yet another Breakout or Pong clone.
The first 3 chapters are available already - the third one was written while I was seated in person next to Alice, who currently works full time on the Bevy engine!
2. Using Events and Components to respond to situations
This is currently quite nascent and I want it to be the best it can be. I will be reviewing this with seasoned Bevy users to find ways of improving it... but as the quote goes, "the best way to get what you want is not to ask a question, but to affirm incorrect things and wait to be corrected", so scathing Reddit criticism is always appreciated as well. Each fix now prevents bulky refactorings later.