bevy-tnua
A floating character controller for Bevy (by idanarye)
strolle
Experimental real-time renderer with support for dynamic global illumination (by Patryk27)
bevy-tnua | strolle | |
---|---|---|
5 | 1 | |
148 | 372 | |
- | - | |
9.3 | 8.8 | |
23 days ago | 4 months ago | |
Rust | Rust | |
Apache License 2.0 | MIT License |
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".
strolle
Posts with mentions or reviews of strolle.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-12-22.
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Strolle: Raytracing 2 million triangles in real-time!
The source code is available here, for the curious people: https://github.com/Patryk27/strolle
What are some alternatives?
When comparing bevy-tnua and strolle you can also consider the following projects:
rust-multiplayer-physics - A multiplayer physics playground, written in rust.
ancient-raytracer - raytracer in C++
rust-gpu - 🐉 Making Rust a first-class language and ecosystem for GPU shaders 🚧