Bevy

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A community for discussion around the bevy game engine! https://bevyengine.org/

founded 2 years ago
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Hi!

I've been learning Bevy and LOVING IT, there's only one thing confusing me. Many components appear to be created magically even if not specified in the Bundle passed to commants.spawn.

For example, when I spawn just a Sprite component, the entity seems to automatically get a Transform component, even if I didn't give it one.

Similarly, this example spawns a Screenshot component, which apparently results in a Capturing component that can be queried later.

Are these "implicit" components documented somewhere? I took a short look at the TransformPlugin for example but I can't seem to figure out where these components come from.

Thanks y'all!

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Bevy 0.16 (bevyengine.org)
submitted 3 months ago by neme@lemm.ee to c/bevy@programming.dev
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I've been playing around with Bevy for a while and finally thought it worth sharing the progress I've made.


Konstruo is a standalone scenario based town building game giving you the freedom to build villages, towns, and cities with intuitive urban planning tools.

You'll need to overcome complex constraints to plan an optimal community for different sites.


Right now it only has the absolute basics of a prototype.

The README.md on GitHub has:


Progress so far is available under an AGPL license so features can be borrowed for your own games provided you also share your work under the AGPL license.

Once Konstruo reaches a significant milestone of development I'll split it into separate crates. My intention is for the libraries and tools (drawing, UI, etc) to be open source under AGPL but the modes and scenarios that make it a game will be proprietary.

After seeing how enthusiastic the modding community for Cities Skylines is I'm hoping by keeping it open that people will be keen to experiment with Bevy themselves and extend Konstruo with their own features or game modes.

For example I'm mostly interested in the design of communities but others may want to add simulation features to bring that community to life.

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submitted 9 months ago* (last edited 9 months ago) by Shatur@lemmy.ml to c/bevy@programming.dev
 
 

It's a crate for dynamic and contextual input mappings for Bevy, inspired by Unreal Engine Enhanced Input.

While porting my game, I made many improvements. Actually using the crate gave me a better perspective ๐Ÿ˜…

Here's a quick showcase from my game. Smooth movement now automatically done by built-in LerpDelta modifier.

Also notice how pressing Esc cancels object spawning first due to the context priority.

Pressed keys displayed via screenkey app.

๐Ÿ“œFull changelog ๐Ÿ“ฆbevy_enhanced_input

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It's a crate for dynamic and contextual input mappings for Bevy, inspired by Unreal Engine Enhanced Input.

I really like the UE approach and decided to bring it to Bevy.

Despite being the first release, it's packed with features:

  • Map inputs from various sources (keyboard, gamepad, etc.) to gameplay actions like Jump, Move, or Attack.
  • Assign actions to different contexts like OnFoot or InCar, which are regular components.
  • Activate or deactivate contexts by simply adding or removing components.
  • Control how actions accumulate input from sources and consume it.
  • Layer multiple contexts on a single entity, controlled by priority.
  • Apply modifiers to inputs, such as dead zones, inversion, scaling, etc., or create custom modifiers by implementing a trait.
  • Assign conditions for how and when an action is triggered, like "hold", "tap", "chord", etc. You can also create custom conditions, such as "on the ground".
  • React on actions with observers.

I've implemented everything from UE and even added some extras. The crate also has ~90% test coverage.

๐Ÿ“ฆbevy_enhanced_replicon

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I'm working on a life simulation game with the working title Project Harmonia and would like to share my progress.

I migrated navigation from oxidized_navigation to vleue_navigator.

It uses the novel Polyanya algorithm instead of the classical A*.

I faced a few issues during the migration, but the author helped me resolve them all. He even dumped the navmesh of the house I built in the game and created a test named after the project ๐Ÿ˜…

I also implemented skipping points that the agent has projected past to prevent jitter when multiple points are close to each other.

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I working on a life simulation game with a working title Project Harmonia.

Iโ€™ve finally added the ability to edit and remove previously spawned walls, along with an undo/redo system.

Implementing the undo/redo was a bit challenging. If a command spawns or despawns an entity, it needs to be tracked to update the history with the correct ID. Additionally, since the game is networked, I had to introduce the concept of pending history commands. These commands are only added to the history after server confirmation.

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Itโ€™s a crate for server-authoritative networking. We use it for Project Harmonia, but it's general-purpose.

Some highlights:

  • Added the ability to defer replication, which is useful for exchanging messages or downloading assets required by the server before replication starts.
  • If there is any spawning, despawning, removal, or insertion, client events wait for replication. However, with this release, it can be disabled per event.
  • Fixed entity mapping when a client event is buffering.

๐Ÿ“œFull changelog ๐Ÿ“ฆbevy_replicon

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Initial roads support (files.mastodon.social)
submitted 1 year ago by Shatur@lemmy.ml to c/bevy@programming.dev
 
 

I working on a life simulation game with a working title Project Harmonia.

Added initial editor for roads, reusing some logic from the walls implementation.

Currently, I'm using segments for road creation, but I plan to add Bezier curves to allow for curved walls and roads. Maybe I should use Bezier curves even for straight lines ๐Ÿค”

I also need to use a texture without road markings for connection islands and implement rounding for turns.

But wanted to share the current progress :)

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I'm working on a life simulator game and want to share some progress :)

I found that Tonemapping::AcesFitted better fits the game aesthetic. With a little bit of bloom and an environment map, it looks much nicer.

My wife also made more placeable objects, and I finished refactoring into new features from Bevy 0.14. Substates are so convenient!

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While I am refactoring the code to new features from Bevy 0.14, my wife continues making models.

I think Bevy can look attractive. However, I am still not fully satisfied with my lighting configuration and will come back to it later.

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submitted 1 year ago* (last edited 1 year ago) by Doods to c/bevy@programming.dev
 
 

I know the title looks insane, but hear me out.

I wanted to make a game, specifically an isometric 2.5D RPG game, nothing that fancy.

So I decided to write it in Rust because I... like Enums, or something, and I had already finished the concurrency chapter, so I should be able to hang on.

Bevy seemed like the most complete engine out there, if overkill for my use case, but it's presumably so modular I could de-bloat it adequately, But...

Someone I know has a laptop; it is old.

It is not super old, a Toshiba Portege R700 with a locked BIOS which took me 3 days to trick its Windows 10 boot loader into booting Debian, and accidentally, yet irresponsibly, broke Windows and installed Grub.

There is no reason the thing shouldn't be able to run my hypothetical game. I've personally seen it LANning Sven Co-Op (Half-Life Co-Op) not long ago; the beast could maintain 60FPS for a solid few minutes, before overheating and dropping to 5, but it should hold on better now that I installed GNU/Linux.

So I, just to make sure, ran the command that exposes the OpenGL version used by Mesa, and... Open GL (ES?) 1.5? I surely, need a plan.

I noticed this issue with many indies. Many would-run-on-a-2005-thinkpad games sacrifice this untapped market for features they never use, or worse, go against the artistic vision.

So, since Bevy is modular, can I, a humble would-be-intern, write a rendering backend for the 2003 specification, but not before learning what a rendering backend is?

Or can I, a seasoned searcher, find a premade solution solution for Bevy or any other Rust engine, made to use the 2003 spec, or even the 1992 1.0 spec?

Or would it be worthwhile, to construct an engine of mine?

Edit: Or can I, a man of determination, write an FFI for an existing C solution?

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Bevy 0.14 (bevyengine.org)
submitted 1 year ago by barsoap@lemm.ee to c/bevy@programming.dev
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Itโ€™s a crate for server-authoritative networking.

This release adds support for Bevy 0.14.0 and includes features from the previous RC. I like Bevy's new release candidate process a lot!

But it will take some time for the messaging backends to update. The bevy_replicion_renet that I maintain needs the renet crate to be updated to Bevy 0.14 first.

๐Ÿ“œFull changelog ๐Ÿ“ฆbevy_replicon

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Bevy 0.14 (bevyengine.org)
submitted 1 year ago by Shatur@lemmy.ml to c/bevy@programming.dev
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Bevy 0.14 (bevyengine.org)
submitted 1 year ago by Phlimy@jlai.lu to c/bevy@programming.dev
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Itโ€™s a crate for server-authoritative networking.

We usually don't make breaking changes when a Bevy release is around the corner, but decided to make a small exception for this one :)

This release adds support for Bevy 0.14.0-rc.4 and splits the crate functionality by features. For example, for headless server you can disable client feature. By default all features, except diagnostics are enabled, so you have the same set of plugins as before. But most plugin authors will need to add default-features = false.

๐Ÿ“œFull changelog ๐Ÿ“ฆbevy_replicon

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Bevy 0.14.0-rc.4 (crates.io)
submitted 1 year ago* (last edited 1 year ago) by Shatur@lemmy.ml to c/bevy@programming.dev
 
 

You can find it on crates.io or on GitHub. If you're already on the rc.3, cargo update should automatically pick it up.

Here is the list of fixes since the 0.14.0-rc.3. This is likely the last release candidate!

The estimated release date for the 0.14 is now beginning of next week.

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For me, it's just ECS nature and Schedule that optimizes everything for you.

It's near native C / Assembly with safe garbage collection, so everything complex like some simulations should be more doable. I play Tunnet with no stuttering on my Linux machine in 4K and 144Hz!

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You can find it on crates.io or on GitHub. If you're already on the rc.2, cargo update should automatically pick it up.

Here is the list of fixes since the 0.14.0-rc.2. This version also has observers merged!

The estimated release date for the 0.14 has been pushed back by one week, to be able to finish the release note and migration guide.

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