bevy_ggrs
bevy-inspector-egui
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bevy_ggrs | bevy-inspector-egui | |
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3 | 11 | |
275 | 1,025 | |
- | - | |
8.9 | 8.5 | |
2 months ago | 11 days ago | |
Rust | Rust | |
GNU General Public License v3.0 or later | Apache License 2.0 |
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bevy_ggrs
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Bevy 0.10: data oriented game engine built in Rust
As of today, I believe multiplayer support is not in the short term roadmap. There are community plugins like bevy_ggrs that could be used for that.
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How can I loop a certain stage multiple times in a schedule?
You could create a custom stage (by implementing the Stage trait) that stores its own schedule and then use schedule.run_once(world) to run all systems in the schedule exactly once. I did this in bevy_ggrs , a bevy plugin for ggrs, a rollback netcode library.
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Bevy 0.6
Regarding rollback networking, there is bevy_ggrs, which I think works really well.
bevy-inspector-egui
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High Contrast Game Engines / Game Creator Tools?
With egui and some bevy related plugins you can get pretty close to a game engine editor, obviously missing a lot of things: https://github.com/jakobhellermann/bevy-inspector-egui
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Is bevy a good choice for a mainly UI based game?
Like /u/tarkin25 already mentioned "egui" can be integrated into bevy. Bevy Inspector Egui is a plugin that not only provides a helpful way to inspect different entities in the world, but also re-exports "egui" for use.
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Bevy 0.10: data oriented game engine built in Rust
Firstly, Bevy has an internal crate called bevy_reflect, and it can handle most of the things you would usually use reflection for. For example, https://github.com/jakobhellermann/bevy-inspector-egui exists which uses Bevy's internal reflect derive to make the values available via an egui-based UI. Changing simple values (like an f32, or a boolean) can be done at runtime, and if I remember correctly all you actually need to do is to add the plugin. Taking a look at the README https://github.com/bevyengine/bevy/tree/main/crates/bevy_reflect you can "patch" types with new values, iterate over struct fields, serialize + deserialize, and generally do stuff like that.
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Scaling Bevy Development
Yeah runtime editing is definitely a weakness at this point. An editor is definitely a part of our plans though! We'll likely break ground on it early this year. In the meantime https://github.com/jakobhellermann/bevy-inspector-egui provides some nice runtime editing / inspecting / editor-like tools.
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Align tabs in bevy-inspector-egui?
Here is the example
- My bevy asteroids clone is looking good.
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My First Impressions after Bevy Jam #2
Bevy-inspector-egui is a most have, I think this game would not have been possible without, abuse it,
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Game engines for programmers
What do you miss from scriptable objects that you don't get from a class that serializes to JSON? Global access (read only access shouldn't prevent this right)? The inspector (looks like egui can help there?
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Why almost all Game Engines and Games are wrote on C++?
There are also some super interesting experiments with hot reloading, both with code and on the fly value modification.
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Bevy 0.7
The one in bevy is nowhere near the requirements of a desktop application-level editor. I don't plan to involve bevy there at all. egui looks quite usable for low-level debug UI, though, especially with this crate.
What are some alternatives?
stretch - High performance flexbox implementation written in rust
bevy_editor_pls - In-App editor tools for bevy applications
bevy - A refreshingly simple data-driven game engine built in Rust
imgui-inspect - An inspector UI using imgui in Rust
kajiya - 💡 Experimental real-time global illumination renderer 🦀
bevy_ecs_tilemap - A tilemap rendering crate for bevy which is more ECS friendly.
rfcs - Suggest changes to Bevy and view accepted designs
egui_inspect
backroll-rs - A (almost) 100% pure safe Rust implementation of GGPO-style rollback netcode.
egui-inspect - Trait and derive macro to easily inspect types with egui
morphorm - A UI layout engine written in Rust
belly - Define the Bevy UI tree with `eml!`, style it using a very-css-like `ess` syntax and relate data data with `bind!` and `connect!`