bevy-tnua
bevy_xpbd
bevy-tnua | bevy_xpbd | |
---|---|---|
5 | 5 | |
131 | 959 | |
- | - | |
9.3 | 9.5 | |
8 days ago | about 2 months ago | |
Rust | Rust | |
Apache License 2.0 | Apache License 2.0 |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
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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-tnua
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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_xpbd
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Rust Game Physics Engines: PhysX, Rapier, XPBD & Others
Bevy XPBD will move away from the XPBD solver in coming months, which is worth bearing in mind if you are considering using it for your project.
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The Bevy Foundation
[2]: https://github.com/Jondolf/bevy_xpbd/issues/346
- Bevy XPBD Moving Away from XPBD Solver over Nvidia Patent
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Bevy XPBD 0.2.0: Spatial queries, Bevy 0.11 support, and a lot more
Bevy XPBD is a 2D and 3D physics engine based on Extended Position Based Dynamics for the Bevy game engine. Unlike most other physics engines in the ecosystem, it uses the ECS directly, which removes the overhead of maintaining a separate physics world and makes the engine feel much more integrated into Bevy.
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Bevy XPBD: A physics engine for the Bevy game engine
Cool! FYI, I just made a PR that adds support for applying a force at a point (and applying torque accordingly) if that's what you meant: https://github.com/Jondolf/bevy_xpbd/pull/58
What are some alternatives?
rust-multiplayer-physics - A multiplayer physics playground, written in rust.
vviz - Rapid prototyping GUI, and visual printf-style debugging for computer vision development.
thetawave - A physics based, space shooter game made with Rust and the Bevy engine.
raw-physics - Simple rigid-body physics simulator powered by XPBD.
bevy_dolly - h3r2tic's dolly abstraction layer for the bevy game framework
term2d - A simple 2d drawing engine for terminal emulators.
GameOfLife - Game of Life (2d cellular automata described by John Conway) in C, C++, Javascript, Python, Rust (plain Rust and with GGEZ), and Java (plain Java and with libgdx)
physarum-sim - A simulation of the Physarum Polycephalum slime. Written in Rust and rendered with Bevy.
physx-rs - 🎳 Rust binding for NVIDIA PhysX 🦀
ncube - A Generalized Hypercube Visualizer
emerald - A 2D rust game engine focused on portability.
oxidizy - Life, in its smallest form.