Sims
No promises, but I actually working on one π See this comment.
Same! There are almost no proprietary alternatives either!
It's funny that the first comment is about The Sims π My wife and I are working on a life simulation game in Rust using Bevy. I've been working on it for almost a year, and feeling a we are feeling a bit demotivated recently. So right now I took a small "break" and focus on improving crates that I used inside the game (input management and networking). I know the project is quite ambitious, but I've always wanted to create something like this. Seeing this many upvotes on your comment is quite encouraging π
I post my progress at [email protected] and here is the GitHub page. The project name is a placeholder. I haven't managed to come up with a nice name yet.
A federated MMO would be interesting! But cheating might be a concern. Anyone could create a server with fully-equipped character and just federate.
But maybe servers could whitelist trusted servers? π€
Never heard about it, but looks cool!
A president simulator? This sounds great! Never heard about these games, thanks for sharing!
I have a special trait that generates a reverse command. And store a stack of commands. Here is the source.
I presume you donβt delete the entities on undo but hide them instead?
No, I do a full despawn. Just remember it's data to spawn again thanks to the mentioned trait.
How do the buttons feel?
The difference is the same as between Bevy's regular triggers and events. We aim to mirror the Bevy API and simply make it networked.
Events are buffered and pull-style, while triggers are called on commands flush and can target entities and components. Triggers were introduced in Bevy 0.14. Generally, you should use triggers for events that happen rarely and events for things that need to be processed in batches.
Ah, you are right. But I didn't know where to upload them. What would you use for files?
Just additional supported platform for the engine. This also showcases how flexible Bevy is - I don't think you can port Unreal Engine, Unity or even Godot to GBA.
It's possible thanks to the ongoing work on no_std
support for Bevy. This simplifies porting to other platforms.
That's sad π’
I heard that the antenna issue can be fixed manually, but it's not an easy fix.
I heard good things about Veloren. It's not a classical MMO, but I think it qualifies as one.