Bevy Engine

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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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Bevy 0.14 (bevyengine.org)
submitted 4 months ago by [email protected] to c/bevy
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submitted 6 months ago* (last edited 6 months ago) by [email protected] to c/bevy
 
 

It's a crate for server-authoritative networking.

We worked closely with the author of bevy_bundlication on this release to provide better abstractions for third party plugins on top of replicon. Here are some highlights:

Previously, users registered a component for replication and it was replicated if its entity was marked for replication. But this approach is quite limited. Now users can define replication rules similar to queries:

app.replicate_group::<(Transform, Player)>() // `Transform` and `Player` components will be replicated only if both present on an entity.

And it's possible to specialize ser/de for such groups. For example, replicate Transform in one way for players and in another way for static objects. Groups with more components take priority by default (but it's configurable). So it's also possible to have app.replicate::<Transform>(), but if Player component is present, (Transform, Player) will take precedence. In the next release we planning to support With and Without to let define something like this: app.replicate_group::<(A, B), Without<C>>().

Also check out ๐Ÿ“ฆbevy_bundlication which is now an abstraction over replicon that provides a bundle-like API for defining replication groups.

Custom replication functions was also heavily reworked:

  • Public API no longer requires any unsafe.
  • Deserialization and writing now defined separately. This allows rollback crates to define their logic without touching user-defined ser/de functions.
  • Writing now based on markers for more flexibility.
  • Users can customize deserialization in-place.

The author of bevy_bundlication also developing input queue and rollback plugins, but they require an API for disabling entities from Bevy. If you are interested in this or have other suggestions how to achieve it, feel free to comment on this issue.

๐Ÿ“œFull changelog ๐Ÿ“ฆbevy_replicon ๐Ÿ“ฆbevy_replicon_renet

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Bevy Foundation (bevyengine.org)
submitted 8 months ago by [email protected] to c/bevy
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submitted 8 months ago* (last edited 8 months ago) by [email protected] to c/bevy
 
 

This release is big! We abstracted out all I/O and renet dependency. We will continue to provide first-party integration with renet via bevy_replion_renet.

But now users can write their own integration with other messaging libraries. Refer to the documentation for instructions on how to do it, the process is very simple. See bevy_replicon_renet as an example.

This also opens up the possibility of simultaneously using multiple messaging libraries on the server, as long as the client identifiers they provide are unique.

See the changelog for a full list of changes.

๐Ÿ“ฆbevy_replicon ๐Ÿ“ฆbevy_replicon_renet

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Bevy 0.13 (bevyengine.org)
submitted 9 months ago by [email protected] to c/bevy
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submitted 9 months ago* (last edited 9 months ago) by [email protected] to c/bevy
 
 

It's a high level networking crate for the Bevy game engine.

Now mapped client events will not be drained and will behave exactly like other events. But it's a small breaking change since such events now require a Clone impl.

See the changelog for a full list of changes.

๐Ÿ“ฆbevy_replicon

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Bevy 0.12 (bevyengine.org)
submitted 1 year ago by [email protected] to c/bevy
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the title says it all, but if you want a little more context, I got a 1024*6 px skybox, and the game starts before it loads, making it appear suddenly while the game is already running

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Bevy's Third Birthday (bevyengine.org)
submitted 1 year ago by kitering to c/bevy
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I recently made a library for bevy, and want it to be available under the same dual license as bevy. What i've done is created both licence files and copy-pasted the contents, as well as copy the license sections from another bevy project. Is this all I need to do? I'm not a lawyer and am very new to all of this.

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Bevy 0.11 (bevyengine.org)
submitted 1 year ago by kitering to c/bevy