bevy_spine
bevy
bevy_spine | bevy | |
---|---|---|
1 | 579 | |
5 | 35,050 | |
- | 1.6% | |
0.0 | 9.9 | |
about 3 years ago | about 20 hours ago | |
Rust | Rust | |
- | MIT OR Apache-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_spine
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Bevy 0.5: data oriented game engine built in Rust
Thanks for chiming in :) Animation is a common request, and definitely still not-very-usable.
Thanks to the work of lassade, our resident animation expert, I expect we should have basic animation in place for 0.6. For skeletal animation in particular, they've been prototyping with a crate of their own [0] to hook into Bevy that seems like an excellent proof-of-concept.
0: https://github.com/lassade/bevy_spine
bevy
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UE5 Nanite in WebGPU
It's been mentioned a couple of times in this thread, but Bevy also has an implementation of Nanite's ideas (sometimes called Virtual Geometry). I'm the author of that, happy to answer questions :)
As for this project, Scthe did a great job! I've been talking with them about several parts of the process, culminating in some improvements to Bevy's code (https://github.com/bevyengine/bevy/pull/15023). Always happy to see more people working on this, Nanite has a ton of cool ideas.
- Bevy: A refreshingly simple data-driven game engine built in Rust
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Multiplayer in Rust using Renet and Bevy
My recent experiences with Rust and Bevy convinced me to write this blog article to share my newfound learnings of game development.
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Rust Is for the Engine, Not the Game
Not at this time, no. You can read more here: https://github.com/bevyengine/bevy/issues/11969
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Voronoi, Manhattan, random
Bevy. A very young engine where you need to write the game entirely in Rust—that was appealing. But fatal flaws overshadowed everything: no editor, the engine brutally enforces the ECS approach, and the game's architecture must literally bend to fit this paradigm. So, you won't migrate to another engine at all—you just throw away all the code and start from scratch.
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Web Game Engines and Libraries
Missing one of the best choices as long as "maturity" isn't on the top of your list: Bevy - https://bevyengine.org/
Game engine written in Rust, leveraging ECS in almost every place and way, with a really capable WASM export option. Wrestling ECS for the first time might take you some time, but in my experience helps you keep game code as clean and decoupled as game code could be.
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3D and 2D: Testing out my cross-platform graphics engine
I don't see WASM/WebGPU changing anything when it comes to gaming, as an industry, personally. 3d visualizations and interactive websites? Yeah definitely a nice improvement over WebGL 2, if years late.
WebGPU is pretty far behind what AAA games are using even as of 6 years ago. There's extra overhead and security in the WebGPU spec that AAA games do not want. Browsers do not lend themselves to downloading 300gb of assets.
Additionally, indie devs aren't using Steam for the technical capabilities. It's purely about marketshare. Video games are a highly saturated market. The users are all on Steam, getting their recommendations from Steam, and buying games in Steam sales. Hence all the indie developers publish to Steam. I don't see a web browser being appealing as a platform, because there's no way for developers to advertise to users.
That's also only indie games. AAA games use their own launchers, because they don't _need_ the discoverability from being on Steam. So they don't, and avoid the fees. If anything users _want_ the Steam monopoly, because they like the platform, and hate the walled garden launchers from AAA companies.
(I work on high end rendering features for the Bevy game engine https://bevyengine.org, and have extensive experience with WebGPU)
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What Are Const Generics and How Are They Used in Rust?
I was working through an example in the repo for the Bevy game engine recently and came across this code
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WebAssembly Playground
That's possible. I did spend quite a bit of time tinkering with compiler flags, and followed the recommendations.
Some notes I found just now seems to agree with my results, though: https://github.com/bevyengine/bevy/issues/3978#issuecomment-...
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Immediate Mode GUI Programming
I cannot recommend immediate mode GUI programming based on the limitations I've experienced working with egui.
egui does not support putting two widgets in the center of the screen: https://github.com/emilk/egui/issues/3211
It's really easy to get started with immediate mode, it's really easy to bust out some UI, but the second you start trying to involve dynamically resized context and responsive layouts -- abandon all hope. The fact it has to calculate everything in a single pass makes these things hard/impossible.
... that said, I'm still using it for https://ant.care/ (https://github.com/MeoMix/symbiants) because it's the best thing I've found. I'm crossing my fingers that Bevy's UI story (or Kayak https://github.com/StarArawn/kayak_ui) become significantly more fleshed out sooner rather than later. Bevy 0.13 should have lots more in this area though (https://github.com/bevyengine/bevy/discussions/9538)