bevy-tnua
A floating character controller for Bevy (by idanarye)
bevy_asset_loader
Bevy plugin helping with asset loading and organization (by NiklasEi)
bevy-tnua | bevy_asset_loader | |
---|---|---|
5 | 1 | |
148 | 440 | |
- | - | |
9.3 | 8.9 | |
23 days ago | 24 days ago | |
Rust | Rust | |
Apache License 2.0 | 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.
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".
bevy_asset_loader
Posts with mentions or reviews of bevy_asset_loader.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-06-23.
What are some alternatives?
When comparing bevy-tnua and bevy_asset_loader you can also consider the following projects:
rust-multiplayer-physics - A multiplayer physics playground, written in rust.
bevy_mod_raycast - A little mesh raycasting plugin for Bevy
bevy_common_assets - Collection of generic asset loaders for common file formats
bevy - A refreshingly simple data-driven game engine built in Rust
bevy_kira_audio - A Bevy plugin to use Kira for game audio
bevy_proto - Create config files for entities in Bevy
bevy-parallax - Parallax background plugin for Bevy
discord-presence - Discord Rich Presence in Rust
template-repo - A quick, CI-enabled Bevy template repository.
iyes_progress - Bevy plugin to help track progress and perform state transitions
bevy_retro - Plugin pack for making 2D games with Bevy
bevy_xml - Bevy XML Parser
bevy-tnua vs rust-multiplayer-physics
bevy_asset_loader vs bevy_mod_raycast
bevy_asset_loader vs bevy_common_assets
bevy_asset_loader vs bevy
bevy_asset_loader vs bevy_kira_audio
bevy_asset_loader vs bevy_proto
bevy_asset_loader vs bevy-parallax
bevy_asset_loader vs discord-presence
bevy_asset_loader vs template-repo
bevy_asset_loader vs iyes_progress
bevy_asset_loader vs bevy_retro
bevy_asset_loader vs bevy_xml