bevy_editor_pls
rfcs
bevy_editor_pls | rfcs | |
---|---|---|
6 | 16 | |
649 | 106 | |
- | 3.8% | |
7.7 | 1.2 | |
about 1 month ago | 12 days ago | |
Rust | ||
GNU General Public License v3.0 or later | MIT License |
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bevy_editor_pls
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Is bevy the best option for a Rust based game engine (long term)?
I think one part that makes this extra obvious is bevy UI and the attempts at an editor. I remember when https://github.com/jakobhellermann/bevy_editor_pls came along and I was very excited, but since then nothing has really happened on the editor front. Not that I need an editor personally, but what I find disappointing and telling is that this whole thing has been basically halted because of bevy's idea of having UI in the ECS.
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I'm switching from a 2D engine to a 3D one, what should I expect from Bevy?
Also, there is this Bevy plugin https://github.com/jakobhellermann/bevy_editor_pls/
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Bevy 0.9: data oriented game engine built in Rust
It's on of the primary initiatives right now. Games are not developed by only programmers, we're well aware of that. There are a few ongoing existing ecossytem level efforts like bevy_editor_pls. For an official editor, we're just lacking the UI tooling to fully flesh it out right now. Like Godot, Bevy's dogfooding it's own UI solution for the official editor, but it's not quite there yet. Bevy isn't alone in this. There's a smorgasbord of ongoing work in the Rust for UI space, and there's quite a bit of greenfield efforts to develop a data-oriented or ECS style approach to UI layouting and management. Once we have this a bit more hammered down, it's just a matter of time before an official editor becomes available.
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Bevy 0.8: data oriented game engine built in Rust
It is something we've been building toward for awhile. We've been focused on core systems like the renderer and ecs for awhile now, but we're finally at the point where we can start moving up the stack.
We will be focusing on scenes, asset workflows, ui, and the editor from here on out (with scenes, asset workflows, and UI being the focus for the next release).
I'd like to have some sort of editor MVP by the end of the year.
Until then, there are community efforts like: https://github.com/jakobhellermann/bevy_editor_pls
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Crates to build a cross platform multiplayer game? (+on the browser)
P.S. There is an effort to make an editor for Bevy if you're interested, though it's not complete.
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Bevy 0.7
For now though, bevy_editor_pls is a surprisingly useful third-party prototype.
rfcs
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I made a fast and ergonomic crate for trait queries. Now, you can easily query for `dyn Trait`!
For some good real-world use cases, check out this thread: https://github.com/bevyengine/rfcs/pull/39
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Bevy 0.8
I'm the author of the draft Many Worlds RFC. Current plan is to get scheduling sorted out, then pick that work up again.
- Programming a Rogue-Like with Rust
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Improving upon Entity Component Systems, introducing DG-ECM!
Yep, we do this, it works great! We stole it from hecs and Amethyst before us. There's a nice write-up of the theory in the scheduler rework the team has been working on for the past few months.
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Bevy 0.7: data oriented game engine built in Rust
I can tell you right now that there’s an entire channel in the Bevy discord server dedicated to making an out of the box api for multiplayer. If you want the current state of it, check out this RFC. https://github.com/bevyengine/rfcs/pull/19 I’m really excited for it when it eventually comes out.
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Bevy 0.7
I think making it easier for systems to observe the effects of Commands from other systems is a critical missing piece of the Bevy ECS puzzle. "Stageless" is a solid, holistic solution to the problem and we're seeing the community slowly establish consensus on that design. There is already a draft implementation in the works. And I think "stageless" is most likely the solution we will land on.
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Announcing bevy-egui-kbgp - an improved keyboard and gamepad story for egui in Bevy
Cool! Looks like a nice complement to the RFC about keyboard navigation!
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Bevy 0.6
This should be fairly feasible: although you'll probably want to wait on (or implement) the dynamic components RFC. The comments above are more to the effect of "writing Rust is easier and more convenient than you might expect".
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Bevy’s First Birthday: a year of open source Rust game engine development
You will be happy to know that better/updated documentation is planned. It was briefly mentioned as "the new Bevy Book effort" in this paragraph of the blog post and there are a ton more details in this RFC. Your participation would be more than welcome!
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Placating the borrow checker for systems that depend on a component plus the same component on another entity?
So, several of us have been working on a relations feature for Bevy: first-class support for those sort of "target another entity with a component" patterns that keep cropping up. There's a lot to be done, and it's at a point where it can be chunked out, so if you're interested in helping out come say hi on Discord :)
What are some alternatives?
bevy-inspector-egui - Inspector plugin for the bevy game engine
bevy - A refreshingly simple data-driven game engine built in Rust
krABMaga - krABMaga: A modern developing art for reliable and efficient Agent-based Model (ABM) simulation with the Rust language
morphorm - A UI layout engine written in Rust
geng - Game ENGine for Rust Programming Language
kajiya - 💡 Experimental real-time global illumination renderer 🦀
bevy_ecs_tilemap - A tilemap rendering crate for bevy which is more ECS friendly.
awesome-bevy - A collection of Bevy assets, plugins, learning resources, and apps made by the community
bevy_ggrs - Bevy plugin for the GGRS P2P rollback networking library.
bevy_mod_js_scripting
docs.rs - crates.io documentation generator