Bevy

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A community for discussion around the bevy game engine! https://bevyengine.org/

founded 1 year ago
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Undo/redo functionality (cdn.masto.host)
submitted 10 hours ago by [email protected] to c/bevy
 
 

Iโ€™m working on a life simulation game with the working title Project Harmonia.

Finished adding undo/redo functionality for all game actions. All logic is also networked using bevy_replicon ๐Ÿ™‚

Next, Iโ€™m planning to work on house-building to create cities. I planning to implement apartment buildings first.

If you know any games where you can build apartments - let me know. Looking at prior art always helps!

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submitted 1 week ago* (last edited 1 week ago) by [email protected] to c/bevy
 
 

When I migrated my game to bevy_enhanced_input, I added gamepad support. I figured itโ€™d be fun to see if the game could run on a device like this.

It's a pocketable handheld with SD865 running Android and only 960p display. But making it work was surprisingly easy - just needed to tweak Cargo.toml and my main function.

However, there's a catch: GilRs, the input library Bevy uses, doesnโ€™t support Android ๐Ÿ˜ข So, for now, I can only rely on touch controls, which Iโ€™ll properly support later.

Just wanted to tinker with it a little bit. Not very useful for the game at this stage, but since it's a hobby project, sometimes I just need to do something fun to stay motivated for bigger tasks.

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Working on my game right now and making adjustments to the API along the way. This release allows attaching modifiers and conditions to sets and improves the ergonomics of the Negate modifier.

๐Ÿ“œFull changelog ๐Ÿ“ฆbevy_enhanced_input

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Itโ€™s a crate for server-authoritative networking. We use it for Project Harmonia, but it's general-purpose.

This release, I focused on improving the API for potential rollback crates. We now have full world access in writing functions, a way to reliably check for update messages (optional and needs to be enabled by rollback crates since it costs a little more traffic), and events to react nicely to confirmed ticks.

Currently, there is only one crate in development by another developer that implements a Rocket League rollback style, which is great for physics-based games. But it would be useful to have a "classic" rollback crate, which is better suited for shooters, so maybe weโ€™ll see more rollback crates in the future!

I also improved the serialization. Replication messages are now more compact thanks to variable integer encoding, while still using a single buffer for performance.

๐Ÿ“œFull changelog ๐Ÿ“ฆbevy_replicon

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It's a crate for dynamic and contextual input mappings for Bevy, inspired by Unreal Engine Enhanced Input.

Some highlights:

  • Action events now have statically known types (bool, f32, Vec2 or Vec3), depending on the action configuration.
  • Assigning inputs, modifiers, and conditions now works like Bevy systems: you can pass multiple items in tuples.
  • Binding presets now structs.
  • Many ergonomic improvements for passing input.

I didnโ€™t plan all of these, but a user suggested these ideas and contributed PRs for most of them! I couldn't resist ๐Ÿ˜…

Iโ€™ve drafted two releases:

  • 0.3.0 includes all the improvements.
  • 0.4.0 updates to Bevy 0.15.0.

This way, you can address the breaking changes in 0.3.0 before updating to Bevy 0.15.0, avoiding the need to handle everything at once.

๐Ÿ“œFull changelog ๐Ÿ“ฆbevy_enhanced_input

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Bevy 0.15 (bevyengine.org)
submitted 1 week ago by [email protected] to c/bevy
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submitted 1 month ago* (last edited 1 month ago) by [email protected] to c/bevy
 
 

It's a crate for dynamic and contextual input mappings for Bevy, inspired by Unreal Engine Enhanced Input.

While porting my game, I made many improvements. Actually using the crate gave me a better perspective ๐Ÿ˜…

Here's a quick showcase from my game. Smooth movement now automatically done by built-in LerpDelta modifier.

Also notice how pressing Esc cancels object spawning first due to the context priority.

Pressed keys displayed via screenkey app.

๐Ÿ“œFull changelog ๐Ÿ“ฆbevy_enhanced_input

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It's a crate for dynamic and contextual input mappings for Bevy, inspired by Unreal Engine Enhanced Input.

I really like the UE approach and decided to bring it to Bevy.

Despite being the first release, it's packed with features:

  • Map inputs from various sources (keyboard, gamepad, etc.) to gameplay actions like Jump, Move, or Attack.
  • Assign actions to different contexts like OnFoot or InCar, which are regular components.
  • Activate or deactivate contexts by simply adding or removing components.
  • Control how actions accumulate input from sources and consume it.
  • Layer multiple contexts on a single entity, controlled by priority.
  • Apply modifiers to inputs, such as dead zones, inversion, scaling, etc., or create custom modifiers by implementing a trait.
  • Assign conditions for how and when an action is triggered, like "hold", "tap", "chord", etc. You can also create custom conditions, such as "on the ground".
  • React on actions with observers.

I've implemented everything from UE and even added some extras. The crate also has ~90% test coverage.

๐Ÿ“ฆbevy_enhanced_replicon

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I'm working on a life simulation game with the working title Project Harmonia and would like to share my progress.

I migrated navigation from oxidized_navigation to vleue_navigator.

It uses the novel Polyanya algorithm instead of the classical A*.

I faced a few issues during the migration, but the author helped me resolve them all. He even dumped the navmesh of the house I built in the game and created a test named after the project ๐Ÿ˜…

I also implemented skipping points that the agent has projected past to prevent jitter when multiple points are close to each other.

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submitted 2 months ago* (last edited 2 months ago) by [email protected] to c/bevy
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I working on a life simulation game with a working title Project Harmonia.

Iโ€™ve finally added the ability to edit and remove previously spawned walls, along with an undo/redo system.

Implementing the undo/redo was a bit challenging. If a command spawns or despawns an entity, it needs to be tracked to update the history with the correct ID. Additionally, since the game is networked, I had to introduce the concept of pending history commands. These commands are only added to the history after server confirmation.

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Itโ€™s a crate for server-authoritative networking. We use it for Project Harmonia, but it's general-purpose.

Some highlights:

  • Added the ability to defer replication, which is useful for exchanging messages or downloading assets required by the server before replication starts.
  • If there is any spawning, despawning, removal, or insertion, client events wait for replication. However, with this release, it can be disabled per event.
  • Fixed entity mapping when a client event is buffering.

๐Ÿ“œFull changelog ๐Ÿ“ฆbevy_replicon

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Bevy's Fourth Birthday (bevyengine.org)
submitted 4 months ago by mac to c/bevy
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Initial roads support (files.mastodon.social)
submitted 4 months ago by [email protected] to c/bevy
 
 

I working on a life simulation game with a working title Project Harmonia.

Added initial editor for roads, reusing some logic from the walls implementation.

Currently, I'm using segments for road creation, but I plan to add Bezier curves to allow for curved walls and roads. Maybe I should use Bezier curves even for straight lines ๐Ÿค”

I also need to use a texture without road markings for connection islands and implement rounding for turns.

But wanted to share the current progress :)

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I'm working on a life simulator game and want to share some progress :)

I found that Tonemapping::AcesFitted better fits the game aesthetic. With a little bit of bloom and an environment map, it looks much nicer.

My wife also made more placeable objects, and I finished refactoring into new features from Bevy 0.14. Substates are so convenient!

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While I am refactoring the code to new features from Bevy 0.14, my wife continues making models.

I think Bevy can look attractive. However, I am still not fully satisfied with my lighting configuration and will come back to it later.

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OpenGL 1.5 support? (infosec.pub)
submitted 5 months ago* (last edited 5 months ago) by [email protected] to c/bevy
 
 

I know the title looks insane, but hear me out.

I wanted to make a game, specifically an isometric 2.5D RPG game, nothing that fancy.

So I decided to write it in Rust because I... like Enums, or something, and I had already finished the concurrency chapter, so I should be able to hang on.

Bevy seemed like the most complete engine out there, if overkill for my use case, but it's presumably so modular I could de-bloat it adequately, But...

Someone I know has a laptop; it is old.

It is not super old, a Toshiba Portege R700 with a locked BIOS which took me 3 days to trick its Windows 10 boot loader into booting Debian, and accidentally, yet irresponsibly, broke Windows and installed Grub.

There is no reason the thing shouldn't be able to run my hypothetical game. I've personally seen it LANning Sven Co-Op (Half-Life Co-Op) not long ago; the beast could maintain 60FPS for a solid few minutes, before overheating and dropping to 5, but it should hold on better now that I installed GNU/Linux.

So I, just to make sure, ran the command that exposes the OpenGL version used by Mesa, and... Open GL (ES?) 1.5? I surely, need a plan.

I noticed this issue with many indies. Many would-run-on-a-2005-thinkpad games sacrifice this untapped market for features they never use, or worse, go against the artistic vision.

So, since Bevy is modular, can I, a humble would-be-intern, write a rendering backend for the 2003 specification, but not before learning what a rendering backend is?

Or can I, a seasoned searcher, find a premade solution solution for Bevy or any other Rust engine, made to use the 2003 spec, or even the 1992 1.0 spec?

Or would it be worthwhile, to construct an engine of mine?

Edit: Or can I, a man of determination, write an FFI for an existing C solution?

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Bevy 0.14 (bevyengine.org)
submitted 5 months ago by [email protected] to c/bevy
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Itโ€™s a crate for server-authoritative networking.

This release adds support for Bevy 0.14.0 and includes features from the previous RC. I like Bevy's new release candidate process a lot!

But it will take some time for the messaging backends to update. The bevy_replicion_renet that I maintain needs the renet crate to be updated to Bevy 0.14 first.

๐Ÿ“œFull changelog ๐Ÿ“ฆbevy_replicon

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Bevy 0.14 (bevyengine.org)
submitted 5 months ago by [email protected] to c/bevy
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Bevy 0.14 (bevyengine.org)
submitted 5 months ago by [email protected] to c/bevy
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Bevy 0.14 Released (bevyengine.org)
submitted 5 months ago by [email protected] to c/bevy
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submitted 5 months ago* (last edited 5 months ago) by [email protected] to c/bevy
 
 

Itโ€™s a crate for server-authoritative networking.

We usually don't make breaking changes when a Bevy release is around the corner, but decided to make a small exception for this one :)

This release adds support for Bevy 0.14.0-rc.4 and splits the crate functionality by features. For example, for headless server you can disable client feature. By default all features, except diagnostics are enabled, so you have the same set of plugins as before. But most plugin authors will need to add default-features = false.

๐Ÿ“œFull changelog ๐Ÿ“ฆbevy_replicon

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