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I would expect that using a fixed physics tick rate with interpolated positions would be the default setup for most 3D games. It's the norm from other 3D game engines because tying physics to frame ra…
jf908 updated
6 months ago
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Building `bevy_xpbd` from a git source with `cargo vendor` fails with an error involving `../../src/lib.rs`.
To reproduce:
```bash
cargo init foobar
cd foobar
cargo add --git https://github.c…
musjj updated
5 months ago
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### Summary
When using the Bevy ECS game engine, "systems" are defined as a function with parameters. Bevy also has wrapper types around `&` references: `Res` (at least, that's how I understand it), …
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The example in question:
https://github.com/bevyengine/bevy/blob/259fb6896e07bed89df2637aace547f295fc7e82/examples/ecs/dynamic.rs
Does far more than presenting how to use the dynamic query API. …
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## What problem does this solve or what need does it fill?
Currently Bevy require to have on computer rustc compiler to be able compile and use game which user created.
## What solution would yo…
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## How can Bevy's documentation be improved?
The current third-party plugin guidelines suggest using `bevy` as the core dependency. This potentially introduces a heavy compile time bottleneck on th…
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Bevy should have a backend agnostic physics api
cart updated
2 months ago
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## Bevy version
`main`
The release number or commit hash of the version you're using.
```
[dependencies.bevy]
git = "https://github.com/bevyengine/bevy.git"
rev = "543465b721048355e34eb6078923…
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## What problem does this solve or what need does it fill?
Currently Bevy UI text nodes are segregated from other kinds of UI nodes - text spans can only live inside of a `Text` component. I unders…