bevy-inspector-egui
bevy
bevy-inspector-egui | bevy | |
---|---|---|
11 | 574 | |
1,032 | 32,358 | |
- | 2.0% | |
8.5 | 9.9 | |
15 days ago | 5 days ago | |
Rust | Rust | |
Apache License 2.0 | MIT OR Apache-2.0 |
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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-inspector-egui
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High Contrast Game Engines / Game Creator Tools?
With egui and some bevy related plugins you can get pretty close to a game engine editor, obviously missing a lot of things: https://github.com/jakobhellermann/bevy-inspector-egui
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Is bevy a good choice for a mainly UI based game?
Like /u/tarkin25 already mentioned "egui" can be integrated into bevy. Bevy Inspector Egui is a plugin that not only provides a helpful way to inspect different entities in the world, but also re-exports "egui" for use.
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Bevy 0.10: data oriented game engine built in Rust
Firstly, Bevy has an internal crate called bevy_reflect, and it can handle most of the things you would usually use reflection for. For example, https://github.com/jakobhellermann/bevy-inspector-egui exists which uses Bevy's internal reflect derive to make the values available via an egui-based UI. Changing simple values (like an f32, or a boolean) can be done at runtime, and if I remember correctly all you actually need to do is to add the plugin. Taking a look at the README https://github.com/bevyengine/bevy/tree/main/crates/bevy_reflect you can "patch" types with new values, iterate over struct fields, serialize + deserialize, and generally do stuff like that.
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Scaling Bevy Development
Yeah runtime editing is definitely a weakness at this point. An editor is definitely a part of our plans though! We'll likely break ground on it early this year. In the meantime https://github.com/jakobhellermann/bevy-inspector-egui provides some nice runtime editing / inspecting / editor-like tools.
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Align tabs in bevy-inspector-egui?
Here is the example
- My bevy asteroids clone is looking good.
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My First Impressions after Bevy Jam #2
Bevy-inspector-egui is a most have, I think this game would not have been possible without, abuse it,
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Game engines for programmers
What do you miss from scriptable objects that you don't get from a class that serializes to JSON? Global access (read only access shouldn't prevent this right)? The inspector (looks like egui can help there?
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Why almost all Game Engines and Games are wrote on C++?
There are also some super interesting experiments with hot reloading, both with code and on the fly value modification.
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Bevy 0.7
The one in bevy is nowhere near the requirements of a desktop application-level editor. I don't plan to involve bevy there at all. egui looks quite usable for low-level debug UI, though, especially with this crate.
bevy
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Voronoi, Manhattan, random
Bevy. A very young engine where you need to write the game entirely in Rust—that was appealing. But fatal flaws overshadowed everything: no editor, the engine brutally enforces the ECS approach, and the game's architecture must literally bend to fit this paradigm. So, you won't migrate to another engine at all—you just throw away all the code and start from scratch.
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Web Game Engines and Libraries
Missing one of the best choices as long as "maturity" isn't on the top of your list: Bevy - https://bevyengine.org/
Game engine written in Rust, leveraging ECS in almost every place and way, with a really capable WASM export option. Wrestling ECS for the first time might take you some time, but in my experience helps you keep game code as clean and decoupled as game code could be.
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3D and 2D: Testing out my cross-platform graphics engine
I don't see WASM/WebGPU changing anything when it comes to gaming, as an industry, personally. 3d visualizations and interactive websites? Yeah definitely a nice improvement over WebGL 2, if years late.
WebGPU is pretty far behind what AAA games are using even as of 6 years ago. There's extra overhead and security in the WebGPU spec that AAA games do not want. Browsers do not lend themselves to downloading 300gb of assets.
Additionally, indie devs aren't using Steam for the technical capabilities. It's purely about marketshare. Video games are a highly saturated market. The users are all on Steam, getting their recommendations from Steam, and buying games in Steam sales. Hence all the indie developers publish to Steam. I don't see a web browser being appealing as a platform, because there's no way for developers to advertise to users.
That's also only indie games. AAA games use their own launchers, because they don't _need_ the discoverability from being on Steam. So they don't, and avoid the fees. If anything users _want_ the Steam monopoly, because they like the platform, and hate the walled garden launchers from AAA companies.
(I work on high end rendering features for the Bevy game engine https://bevyengine.org, and have extensive experience with WebGPU)
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What Are Const Generics and How Are They Used in Rust?
I was working through an example in the repo for the Bevy game engine recently and came across this code
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WebAssembly Playground
That's possible. I did spend quite a bit of time tinkering with compiler flags, and followed the recommendations.
Some notes I found just now seems to agree with my results, though: https://github.com/bevyengine/bevy/issues/3978#issuecomment-...
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Immediate Mode GUI Programming
I cannot recommend immediate mode GUI programming based on the limitations I've experienced working with egui.
egui does not support putting two widgets in the center of the screen: https://github.com/emilk/egui/issues/3211
It's really easy to get started with immediate mode, it's really easy to bust out some UI, but the second you start trying to involve dynamically resized context and responsive layouts -- abandon all hope. The fact it has to calculate everything in a single pass makes these things hard/impossible.
... that said, I'm still using it for https://ant.care/ (https://github.com/MeoMix/symbiants) because it's the best thing I've found. I'm crossing my fingers that Bevy's UI story (or Kayak https://github.com/StarArawn/kayak_ui) become significantly more fleshed out sooner rather than later. Bevy 0.13 should have lots more in this area though (https://github.com/bevyengine/bevy/discussions/9538)
- A minimal working Rust / SDL2 / WASM browser game
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ECS, Finally
I've also been enjoying building My First Game™ in Bevy using ECS. The community around Bevy really shines, but Flecs (https://github.com/SanderMertens/flecs) is arguably a more mature, open-source ECS implementation. You don't get to write in Rust, though, which makes it less cool in my book :)
I'm not very proud of the code I've written because I've found writing a game to be much more confusing than building websites + backends, but, as the author notes, it certainly feels more elegant than OOP or globals given the context.
I'm building for WASM and Bevy's parallelism isn't supported in that context (yet? https://github.com/bevyengine/bevy/issues/4078), so the performance wins are just so-so. Sharing a thread with UI rendering suuucks.
If anyone wants to browse some code or ask questions, feel free! https://github.com/MeoMix/symbiants
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Intel CEO: 'The entire industry is motivated to eliminate the CUDA market'
These days, some game engines have done pretty well at making compute shaders easy to use (such as Bevy [1] -- disclaimer, I contribute to that engine). But telling the scientific/financial/etc. community that they need to run their code inside a game engine to get a decent experience is a hard sell. It's not a great situation compared to how easy it is on NVIDIA's stack.
[1]: https://github.com/bevyengine/bevy/blob/main/examples/shader...
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Trying to write a game with mods loaded at runtime
This is the API you need: https://github.com/bevyengine/bevy/pull/9774
What are some alternatives?
bevy_editor_pls - In-App editor tools for bevy applications
Amethyst - Data-oriented and data-driven game engine written in Rust
imgui-inspect - An inspector UI using imgui in Rust
Godot - Godot Engine – Multi-platform 2D and 3D game engine
bevy_ecs_tilemap - A tilemap rendering crate for bevy which is more ECS friendly.
Fyrox - 3D and 2D game engine written in Rust
egui_inspect
piston - A modular game engine written in Rust
egui-inspect - Trait and derive macro to easily inspect types with egui
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
belly - Define the Bevy UI tree with `eml!`, style it using a very-css-like `ess` syntax and relate data data with `bind!` and `connect!`
specs - Specs - Parallel ECS