Pinball3D
Simple 3D pinball game for testing of bevy and rapier. (by gunstein)
bevy-tnua
A floating character controller for Bevy (by idanarye)
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Pinball3D | bevy-tnua | |
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1 | 5 | |
0 | 129 | |
- | - | |
10.0 | 9.3 | |
over 1 year ago | about 18 hours ago | |
Rust | Rust | |
GNU General Public License v3.0 or later | Apache License 2.0 |
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Pinball3D
Posts with mentions or reviews of Pinball3D.
We have used some of these posts to build our list of alternatives
and similar projects.
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Pinball3DXMas
Github: https://github.com/gunstein/Pinball3D
bevy-tnua
Posts with mentions or reviews of bevy-tnua.
We have used some of these posts to build our list of alternatives
and similar projects.
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Is version skipping a reasonable strategy to keep a split plugin's versions from going completely out of sync?
I'm the author of the character controller plugin Tnua. My plugin currently uses Rapier, but I'm thinking of adding XPBD support. Tnua's architecture would easily support multiple physics backends (it's already decoupled to support both 2D and 3D versions of Rapier), but I'm afraid that every time Bevy upgrades I'll have to either wait for both Rapier and XPBD to upgrade or upgrade Tnua immediately when one of them upgrades, temporarily breaking support for the other.
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Issue with Ground Detection (Rapier3d)
I was having trouble with this a few days ago and I ended up using the bevy-tnua character controller instead. It still uses Rapier physics so it shouldn't be too much work to implement.
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What default should I set for something that should have no default?
My character motion controller plugin Tnua has a Bundle that users are supposed to slap on the character entity. Most of the components have straightforward defaults - except the configuration component, for which I don't want to put default values because it's supposed to be different for different games.
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Announcing bevy-tnua - a floating character controller that uses Rapier as a physics backend
Crate: https://crates.io/crates/bevy-tnua Repository: https://github.com/idanarye/bevy-tnua Docs: https://idanarye.github.io/bevy-tnua/bevy_tnua
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Is this the correct way to deal with characters running off a sloped ledge in a platformer with physics engine?
I'm working on my character motion library, aimed mainly for platformers. It is based on a physics engine, so most of the challenge is figuring out out to "twist" the physics so that the controls feel responsive and snappy even if it breaks the simulation's "accuracy".
What are some alternatives?
When comparing Pinball3D and bevy-tnua you can also consider the following projects:
rust-multiplayer-physics - A multiplayer physics playground, written in rust.