bevy | A refreshingly simple data-driven game engine built in Rust | Game Engine library
kandi X-RAY | bevy Summary
kandi X-RAY | bevy Summary
A refreshingly simple data-driven game engine built in Rust
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bevy Examples and Code Snippets
Community Discussions
Trending Discussions on bevy
QUESTION
how can I make bevy engine window always on top?
...ANSWER
Answered 2022-Mar-30 at 17:34the solution
QUESTION
I want to send Events between the game client and server and I already got it working, but I do not know how to do it with bevy.
I am dependent to use tokios async TcpStream
, because I have to be able to split the stream into a OwnedWriteHalf
and OwnedReadhalf
using stream.into_split()
.
My first idea was to just spawn a thread that handles the connection and then send the received events to a queue using mpsc::channel
Then I include this queue into a bevy resource using app.insert_resource(Queue)
and pull events from it in the game loop.
the Queue:
...ANSWER
Answered 2022-Mar-27 at 15:13I got it to work by just replacing every tokio::sync::mpsc
with crossbeam::channel
, which might be a problem, as it does block
and manually initializing the tokio runtime.
so the init code looks like this:
QUESTION
I am currently working on a 3D voxel-based game and I want to have procedural generated chunks based on player movement.
But running the chunk generation in a simple system results in huge FPS drops.
I already tried to create a task pool that runs independent from everything else using std::sync::mpsc::channel
, to generate the chunks data and mesh, which then gets requested by a normal bevy system, buffered and then spawned using commands.spawn(PbrBundle{...})
.
ANSWER
Answered 2022-Mar-18 at 14:53bevy::tasks::AsyncComputeTaskPool
wrappend in bevy::tasks::Task
was the method I was searching for.
I now have a system that inserts a task into each chunk to generate itself and then poll for this task in another function like this:
QUESTION
I've been learning Bevy and I can't figure out how to simply rotate a sprite.
Here is a minimal example illustrating what appears to be a correctly rotated square but an incorrectly rotated rectangle with one dependency bevy = "0.6.1"
and main.rs
:
ANSWER
Answered 2022-Mar-14 at 07:26You should have better described what you mean by "incorrectly rotated rectangle". In fact your code does exactly what one would expect.
However I think the issue that you are describing is that because you scaled your sprite using the Transform
along the coordinate axes and then rotate the sprite, the scaling axes stay fixed which leads to the effect that the rectangle is constantly scaled differently while rotating. You can see this easily when using the rotate_system
below with your original code.
So how do you set the size of the sprite in its local frame? One would use the custom_size
for this as shown below and then set the scale
of the Transform
to Vec3::new(1f32, 1f32, 1f32)
.
I think you want to rotate the rectangle like so based on your code:
QUESTION
Some libraries such as Bevy or Actix Web have functions which accept user defined functions with any amount of parameters.
Examples:
Actix Web:
...ANSWER
Answered 2022-Feb-11 at 16:40Since functions can implement traits, the solution is to define a trait that represents "can serve as callback function" and then manually implement it for every function arity up to some large number of arguments. In actix
, this is done by having .to(f)
take something implementing the Handler
trait:
QUESTION
When attempting to print "Hello, world!" to the screen with Bevy, the text would not display until I imported a third-party font file and loaded it as an asset to use as the font value in the TextStyle
value of the Text
component. Prior to using that font, I had not explicitly specified the font; I just used the value from Default::default()
, which is WeakHandle(Id(97059ac6-c9ba-4da9-95b6-bed82c3ce198, 0))
. This seems to imply that Bevy is finding the wrong font or at least an unusable one by default. Is this more likely to be an issue with the font my system is offering up or with the Bevy default font functionality?
Here's a minimal reproducible example:
...ANSWER
Answered 2022-Jan-31 at 09:53Bevy does not offer a default font as of now.
There was this closed PR to add one and there are several open issues connected to this, like this or that one.
That said, I think it is confusing that it is possible to do:
QUESTION
On Mac freshly upgraded to Monterey, I'm getting the following when attempting to cargo run
a trivial Bevy program. I've reinstalled XCode CLTs like recommended here and other places. I've tried messing around with some of the cargo.yml with no success.
ANSWER
Answered 2021-Dec-10 at 22:13So I found a solution if you discover this issue and the code works on other machines. Uninstall rust with rustup self uninstall
and then renistall with the standard script curl --proto '=https' --tlsv1.2 -sSf https://sh.rustup.rs | sh
and then you should be good.
QUESTION
In the Bevy book the following code is used:
...ANSWER
Answered 2021-Nov-11 at 20:42It is related to tuples. In rust tuples can be accessed by item position in that way:
QUESTION
I have just started looking into the Bevy
game engine for Rust. It has a feature called dynamic
, which enables dynamic linking, to speed up compilation time during development. We are, however, advised to disable this when building for release.
Is there a way to tell Cargo to enable the dynamic
feature for a debug build, but disable it for a release build? Or do I have to personally remember to change bevy = { version = "0.5.0", features = ["dynamic"] }
to bevy = "0.5.0"
in Cargo.toml
before running cargo build --release
?
ANSWER
Answered 2021-Oct-29 at 23:18Along the lines of Rodrigo's comment, can confirm the following seems to work well:
QUESTION
ANSWER
Answered 2021-Jul-27 at 23:32If you want to scroll with header and nav(sidenav) then you should fixed header too and if you want scroll with only sidenav then you should go with sticky like this
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