bevy-cheatbook
bevy_ecs_ldtk
bevy-cheatbook | bevy_ecs_ldtk | |
---|---|---|
7 | 4 | |
1,680 | 600 | |
3.1% | - | |
8.9 | 7.9 | |
23 days ago | 9 days ago | |
Rust | Rust | |
- | GNU General Public License v3.0 or later |
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.
bevy-cheatbook
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The Bevy Foundation
I've been using Bevy recently so here are some thoughts on this:
Firstly, the overall quality is high and seeing this attention being paid to the project's organization is another good sign.
Documentation is not great great. The Bevy book runs out of content very quickly. The "Cheat Book" has additional useful information: https://bevy-cheatbook.github.io/. With these plus the examples I've been able to figure out everything I need, but it's slow going.
I'm not 100% sold on ECS. It loses a lot of type safety and there doesn't seem to be any way to ensure cleanup of entities and their components.
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how to learn bevy
This is quite helpful to cover the features of bevy with some code examples and explanations with links to git repositories as reference. Most of it appears to be from 0.9, but you can reference to the migration guide to see how to change from it. Ctrl-f is your friend to see which version changes what.
- Unofficial Bevy Cheat Book
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New to Bevy, Migrating from Unity3D: Need Advice on 2D Game Dev Tools
You can see working examples of nearly everything you asked about in the Bevy Cheatbook
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Survey: How have shader compilation messages been for you?
The biggest source of wasted time for me was finding out that my shaders which were working on native didn’t work on webgl. For one of the more perplexing error messages, I opened this issue in the cheatbook a while ago.
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Bevy 0.5
wasm mostly works :) There's a nice PR open on the cheatbook that documents the process quite well that you can work off of.
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Orthographic projection with top left origin
Great! Are you okay if I submit this to the Unofficial Bevy Cheatbook? This question comes up pretty frequently and this is a great little snippet.
bevy_ecs_ldtk
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New to Bevy, Migrating from Unity3D: Need Advice on 2D Game Dev Tools
Collision detection - no auto-generated, you build your own manually. The LDtk integration has lots of examples here. Note that for 2D, if you only want rectangles bordering sprites, you can set the collider bounds equal to your sprite bounds, which gets you 99% of the way there
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Bevy 2d level design tool for a beginner
I've really enjoyed using ldtk for this kind of thing using this plugin https://github.com/Trouv/bevy_ecs_ldtk. The bevy setup for entities and collisions is a little verbose but there are solid examples in the repo that I was able to get working in my project very quickly by building from that code. It's pretty activity maintained and they've been responsive to bugs I file too.
- Katharos tech?!
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Adding colliders to entities generated by bevy_ecs_ldtk
However, I'm struggling with adding collider boxes to entities. In ecs_ldtk example (https://github.com/Trouv/bevy_ecs_ldtk/tree/main/examples/platformer) they spawn colliders automatically attached to entities. However, I would prefer to have them be slightly shifted (let's say, only 1-tile-sized collider attached to the player's legs or no collider on a tree crown), which means I need to spawn a child anchor to the entity and attach a collider to it. I guess one possible solution would be to have a system that does this for me on entity spawn, but maybe there's another solution I'm unaware of, and more experienced developers could help me here. Thanks in advance! :)
What are some alternatives?
awesome-bevy - A collection of Bevy assets, plugins, learning resources, and apps made by the community
tiled - Flexible level editor
rusty-shooter - [suspended] 3d shooter written in Rust using rg3d
spine-runtimes - 2D skeletal animation runtimes for Spine.
wgpu-rs - Rust bindings to wgpu native library
bevy_webgl2 - WebGL2 renderer plugin for Bevy game engine
bevy - A refreshingly simple data-driven game engine built in Rust
rust-analyzer - A Rust compiler front-end for IDEs
rust-analyzer - A Rust compiler front-end for IDEs [Moved to: https://github.com/rust-lang/rust-analyzer]
naga - Universal shader translation in Rust