rfcs
bevy-website
Our great sponsors
rfcs | bevy-website | |
---|---|---|
16 | 16 | |
106 | 180 | |
6.6% | 3.3% | |
1.2 | 9.4 | |
7 days ago | 3 days ago | |
JavaScript | ||
MIT License | MIT License |
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.
rfcs
-
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
-
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
-
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.
-
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.
-
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.
-
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!
-
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".
-
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!
-
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 :)
bevy-website
-
The Bevy Foundation
https://github.com/bevyengine/bevy-website/issues/1097 Yep, on our wishlist and will be added :)
-
Bevy 0.11: ECS-driven game engine built in Rust
We'd like to open the floodgates on Bevy Book development asap. This taking so long has largely been my fault ... I've been overly protective of the Bevy Book while also not giving it the attention it deserves. Here is our current plan: https://github.com/bevyengine/bevy-website/issues/623#issuec..., which I'd like to execute during the next cycle.
-
Android support?
Latest Progress: https://github.com/bevyengine/bevy-website/pull/550/files
-
Bevy 0.8
I do want previews though.
-
Programming a Rogue-Like with Rust
API docs, examples and the revised book: https://github.com/bevyengine/bevy-website/pulls?q=is%3Aopen...
Strongly agreed on the need for better introductory material; the existing book is extremely incomplete.
> I don't have this clear. Are 5/6 teams actually building commercial games with Bevy, or they just planning to do it in the future? This is a crucial distinction.
I know of 2 released commercial projects, the CAD team, a few indie devs who have started and 3 or so small studios who are looking to start. There's a little thread in the Discord where I've rounded folks up: [Bevy in production](https://discord.com/channels/691052431525675048/995713618526...).
- Bevy 0.6 to 0.7 Migration Guide
-
How Bevy uses Rust traits for labeling
We also do some real cleverness around split borrows in order to enable automatic system parallelism. This draft book page goes into more concrete details :)
-
Bevy 0.6
Can do
-
Not Snake - my first game released made with Bevy
I used the unofficial bevy cheatbook a lot to learn the ropes. Everyone on the discord is super friendly and helpful and the official documentation is being updated, you can check out the PRs on the book branch
-
Bevy’s First Birthday: a year of open source Rust game engine development
If you're curious about the ECS side of things, that chapter is now ~approximately complete, and should make an excellent learning resource: https://github.com/bevyengine/bevy-website/pull/182
What are some alternatives?
bevy - A refreshingly simple data-driven game engine built in Rust
wgpu - Cross-platform, safe, pure-rust graphics api.
morphorm - A UI layout engine written in Rust
gdnative - Rust bindings for Godot 3
kajiya - 💡 Experimental real-time global illumination renderer 🦀
CodeLLDB - A native debugger extension for VSCode based on LLDB
bevy_ecs_tilemap - A tilemap rendering crate for bevy which is more ECS friendly.
bevy_prototype_lyon - Draw 2D shapes in Bevy
bevy_ggrs - Bevy plugin for the GGRS P2P rollback networking library.
Godot - Godot Engine – Multi-platform 2D and 3D game engine
docs.rs - crates.io documentation generator