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Yep, marker components is a much more feasible pattern now, and I tend to prefer tiny, granular components when writing Bevy apps as a result.
The only drawback to this design is that you can't add / remove components instantly[0], and instead need to wait for the next "hard sync point" at the end of the stage.
0: https://github.com/bevyengine/bevy/issues/1613
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InfluxDB
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RG3D
Discontinued 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
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We let wgpu https://github.com/gfx-rs/wgpu-rs handle our graphics backend abstraction, so our OpenGL support will come whenever they implement and release it. Currently, it seems to be a WIP.
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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
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If you can't get to the bevyengine.org web site, you can view the release announcement in the Bevy projects' web site Github repo:
https://github.com/bevyengine/bevy-website/blob/master/conte...
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SaaSHub
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fonts-of-power
Discontinued The video game for Fonts of Power. A tabletop roleplaying game made in Rust with Bevy!
Source-available for now, we're still sorting out the exact licensing strategy.
The Bevy code itself isn't very impressive at all yet; most of the work at the moment is on improving the engine and solving some of the remaining design challenges.
We're currently blocked on "clone-able entities" (and ideally "indexes"), and I'm working on an RFC for each of those.
Source: https://github.com/leafwing-studios/fop-game