bevy | A refreshingly simple data-driven game engine built in Rust | Game Engine library

 by   bevyengine Rust Version: v0.10.1 License: Apache-2.0

kandi X-RAY | bevy Summary

kandi X-RAY | bevy Summary

bevy is a Rust library typically used in Gaming, Game Engine applications. bevy has no bugs, it has no vulnerabilities, it has a Permissive License and it has medium support. You can download it from GitHub.

A refreshingly simple data-driven game engine built in Rust
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      Security
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            kandi-support Support

              bevy has a medium active ecosystem.
              It has 24336 star(s) with 2451 fork(s). There are 268 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 1045 open issues and 2079 have been closed. On average issues are closed in 92 days. There are 422 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of bevy is v0.10.1

            kandi-Quality Quality

              bevy has 0 bugs and 0 code smells.

            kandi-Security Security

              bevy has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              bevy code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              bevy is licensed under the Apache-2.0 License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              bevy releases are available to install and integrate.
              Installation instructions, examples and code snippets are available.
              It has 27 lines of code, 0 functions and 1 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

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            bevy Key Features

            No Key Features are available at this moment for bevy.

            bevy Examples and Code Snippets

            No Code Snippets are available at this moment for bevy.

            Community Discussions

            QUESTION

            rust - how can i make bevy window always on top?
            Asked 2022-Mar-30 at 17:34

            how can I make bevy engine window always on top?

            ...

            ANSWER

            Answered 2022-Mar-30 at 17:34

            QUESTION

            How to connect bevy game to externel TCP server using tokios async TcpStream?
            Asked 2022-Mar-27 at 15:13

            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 15:13

            I 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:

            Source https://stackoverflow.com/questions/71636383

            QUESTION

            How to make async system function in the bevy game engine?
            Asked 2022-Mar-18 at 14:53

            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 14:53

            bevy::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:

            Source https://stackoverflow.com/questions/71504675

            QUESTION

            How to rotate a rectangle in Bevy?
            Asked 2022-Mar-14 at 07:26

            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 07:26

            You 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:

            Source https://stackoverflow.com/questions/71454077

            QUESTION

            Function variable with dynamic function parameters
            Asked 2022-Feb-11 at 17:17

            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 16:40

            Since 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:

            Source https://stackoverflow.com/questions/71083061

            QUESTION

            Is the default font in Bevy unusable?
            Asked 2022-Jan-31 at 09:53

            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 09:53

            Bevy 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:

            Source https://stackoverflow.com/questions/70919554

            QUESTION

            Compiling bevy_dylib v0.5.0 error: linking with `cc` failed: exit status: 1
            Asked 2021-Dec-10 at 22:13

            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 22:13

            So 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.

            Source https://stackoverflow.com/questions/70283054

            QUESTION

            Dot Zero call to timer in Rust/Bevy?
            Asked 2021-Nov-11 at 20:42

            In the Bevy book the following code is used:

            ...

            ANSWER

            Answered 2021-Nov-11 at 20:42

            It is related to tuples. In rust tuples can be accessed by item position in that way:

            Source https://stackoverflow.com/questions/69934627

            QUESTION

            Can I activate a dependency's feature only for debug profile?
            Asked 2021-Oct-29 at 23:18

            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 23:18

            Along the lines of Rodrigo's comment, can confirm the following seems to work well:

            Source https://stackoverflow.com/questions/69428144

            QUESTION

            Vertical Nav bar separates from header when I scroll
            Asked 2021-Jul-28 at 05:53

            I'm creating a vertical nav bar that I want fixed on the left hand side and for the container to take up the entire height of the window. It's fine and dandy until I scroll down. The pictures below will explain everything.

            Looks fine here

            Looks not fine here

            HTML

            ...

            ANSWER

            Answered 2021-Jul-27 at 23:32

            If 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

            Source https://stackoverflow.com/questions/68552608

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install bevy

            We recommend checking out The Bevy Book for a full tutorial.

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            https://github.com/bevyengine/bevy.git

          • CLI

            gh repo clone bevyengine/bevy

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            git@github.com:bevyengine/bevy.git

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