bevy_ecs_ldtk
jumpy
bevy_ecs_ldtk | jumpy | |
---|---|---|
4 | 28 | |
600 | 1,544 | |
- | 1.2% | |
7.9 | 8.9 | |
9 days ago | 5 days ago | |
Rust | Rust | |
GNU General Public License v3.0 or later | 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_ecs_ldtk
-
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
-
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?!
-
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! :)
jumpy
-
Shiftnanigans - 2D Platformer Randomizer
I made a 2D platformer randomization crate called Shiftnanigans (https://github.com/AustinHellerRepo/Shiftnanigans) as part of my work on the open source game Jumpy (https://github.com/fishfolk/jumpy). Within the map editor of Jumpy, the Randomize button will randomize the placement of tiles and elements, maintaining the general structures of the map. I've described the two abstract concepts and sets of structs used to accomplish this functionality below. This is just a general overview, but I am happy to elaborate further if anyone has questions about the algorithms and data structures used.
- Fish Folk – open-source Bevy game
-
Fish Folk – Our open source arena-shooter game in development for 4 years is now live on Kickstarter
GitHub: https://github.com/fishfolk/jumpy
-
Fish Folk: Jumpy v0.5 – completed MVP of Bevy rewrite
Since late September we've been rewriting 'Fish Folk: Jumpy' in Bevy, headed up by Jumpy's new lead dev zicklag. With the release of v0.5, we now set our sights on a crowdfunding campaign due to launch in early 2023.
- Networking in ‘Fish Folk: Jumpy’ with QUIC for matchmaking and GGPO for p2p rollback
-
Wave Function Collapse - A stateful node graph framework (constraint problems, procedural generation, etc.)
Thanks for this! We have a longstanding idea to use WFC as a way to create procedurally (re-)generated maps for our 2D platformer game. Happy to collaborate further on this if you’re interested.
- WASM For Core Game Loop & Mods · Jumpy dev-talk
-
Katharos tech?!
Also the people from Katharos are great contributors of Bevy itself and also is working on Jumpy, which is a great source of inspiration and showcase for community, which doesn't uses Katharos License.
-
Are there any AAA or indi games being developed in Rust?
Fish Fight is developed in Rust.
What are some alternatives?
tiled - Flexible level editor
rust-sdl2 - SDL2 bindings for Rust
bevy-cheatbook - Unofficial Reference Book for the Bevy Game Engine
bbscript - Parses BBScript for various Arc System Works Games
spine-runtimes - 2D skeletal animation runtimes for Spine.
minicloze - Rust-based command-line language-learning game. Uses the Tatoeba database.
iroha - Iroha - A simple, enterprise-grade decentralized ledger
ticked - Edit your ticktick.com tasks from any text editor you want (like vim/neovim)
rust-drive-ai - Self driving car AI in road fighter world
Shiftnanigans - A library for randomizing tile-based maps and other interesting algorithms.
thetawave - A physics based, space shooter game made with Rust and the Bevy engine.
UKMM - A new mod manager for The Legend of Zelda: Breath of the Wild. Successor to BCML.