bevy_game_template
rapier
bevy_game_template | rapier | |
---|---|---|
5 | 39 | |
720 | 3,574 | |
- | 4.0% | |
8.3 | 8.4 | |
2 days ago | 4 days ago | |
Rust | Rust | |
Creative Commons Zero v1.0 Universal | Apache License 2.0 |
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_game_template
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Foxtrot, the all-in-one 3D template, reaches 0.2.0 and becomes stable-ish
Thanks also to bevy_game_template, without which Foxtrot would not be possible in the first place :) And thanks to /u/PhaestusFox, who made a video about the template
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Can Cargo be configured to ignore changes to certain non-code files when building?
Seems like you are right - it really is a build.rs problem. I'm using the build.rs from this template, which only sets the icon, and when I remove it it really know not to rebuild when I touch a non-source file, but apparently even if I replace it with a build.rs that only containers an empty main function it still rebuilds when I touch the assets.
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Bevy Jam #1
Should starting from bevy_game_template and not adding any weird dependencies be enough to ensure that?
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How transferable would be my understanding of Bevy currently to a later, more complete version of it?
From my own experience, I've walked through the Bevy tutorial a few times without getting a ton of traction. On this iteration I'm working harder to explore the examples, of which there are many. I'm playing with this bevy game template to learn more about how a full project might be implemented. I'm learning to approach gamedev with ECS entities as a first-class citizen, which is a concept I haven't really explored before.
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Game Template
Have you seen NiklasEi's template? It's more focused on the assorted project setup (like CI), but it may help you still <3
rapier
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Xkcd 2916: Machine
Ok, so this uses https://rapier.rs/ which is very cool
Rapier, alongside https://nalgebra.org/ (which it uses underneath) has seriously good documentation and some advanced features like cross-platform determinism (something made hard by the way floating point differs between platforms)
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Rust Game Physics Engines: PhysX, Rapier, XPBD & Others
Code examples: see examples2d, examples3d-f64 and examples3d directories
- Rapier: Fast 2D and 3D physics engines written in Rust
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Bevy XPBD: A physics engine for the Bevy game engine
What are the pros and cons compared to something like Rapier? When should one use Bevy XPBD instead of Rapier, or vice versa?
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What's everyone working on this week (22/2023)?
Still using Rust in a browser-based multiplayer party game I'm working on! I'm using Actix Web for the backend and rapier2d to handle my game's physics. I'm looking to make some more connections amongst the developer / gaming community through my game down the line.
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Constructing a piston/muscle/gas strut in bevy_rapier3d?
I have noticed that Rapier 0.17 contains a RopeJoint struct, which constrains maximum distance between two dynamic bodies. It doesn't seem to have found its way into bevy_rapier3d yet so I haven't understood whether it supports (half of) my use case, and looking at the code (https://github.com/dimforge/rapier/blob/master/src/dynamics/joint/rope_joint.rs) I really cannot see how it is actually implemented and how I could extend it to also set a minimum distance, but this may be a place to start.
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Next part of my platformer in bevy series
I was also frustrated with the kcc, so I opened a PR that fixes most of my issues: https://github.com/dimforge/rapier/pull/446
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What libraries does Idris need to increase adoption?
Likewise, see the js bindings of Rapier.
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Good resources for structuring a 2d physics engine in Rust?
Maybe check out how Rapier does it. Rapier is likely the most advanced physics engine in Rust. (Though Embark Studios is doing some crazy stuff with ML physics.)
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A Rust client library for interacting with Microsoft Airsim https://github.com/Sollimann/airsim-client
rapier
What are some alternatives?
bavy-showcase
box2d-wasm - Box2D physics engine compiled to WebAssembly. Supports TypeScript and ES modules.
template-repo - A quick, CI-enabled Bevy template repository.
bevy - A refreshingly simple data-driven game engine built in Rust
kajiya - 💡 Experimental real-time global illumination renderer 🦀
parry - 2D and 3D collision-detection library for Rust.
heron - [DISCONTINUED] An ergonomic physics API for bevy games
nakama - Distributed server for social and realtime games and apps.
foxtrot - The all-in-one Bevy 3D game template for desktop.
PixiJS - The HTML5 Creation Engine: Create beautiful digital content with the fastest, most flexible 2D WebGL renderer.
bevy_dolly - h3r2tic's dolly abstraction layer for the bevy game framework
gdnative - Rust bindings for Godot 3