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# Problem
1. Startup systems are largely special-cased, they rely on custom stage implementations and it's quite hard to teach the model.
2. It is challenging to ensure appropriate cleanup of reso…
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This is a tracking issue for progress on a `no_std` compatible subset of `Bevy`. The tasks are ordered roughly in sequence (`bevy_app` can't be `no_std` until `bevy_ecs` is for example).
# Core Tasks…
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Hi,
I currently have the issue that the rendered tilemap does not look at all like the one I created.
Here is how it looks in LDtk:
And here is how it is rendered when starting my game:
…
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**Is your feature request related to a problem? Please describe.**
I am programming a game using bevy and bevy_egui. My map editor uses egui to show selector buttons for different tiles that …
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First off, I’ve gone through your code, and I’m really impressed with what you’ve done so far! I’ve got some background in programming, but I’m still in the process of learning Rust and getting famili…
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Maybe angle the top surface of the wall?
Great game by the way! I'm just getting started with bevy, and your game's code was really useful for understanding how it works :+1:
![20220810_17h07m5…
ghost updated
2 years ago
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There's [some work going on](https://github.com/LeCalicot/bevy_ink) to use Blade Ink in a [Bevy game engine](https://bevyengine.org/) plugin for Ink, but Bevy strongly prefers `Send` types so it can p…
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## What problem does this solve or what need does it fill?
In many editors, such as Blender, gizmos are clickable. I want this for a particle system editor, where I show gizmos, and it feels weird …
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Hi!
The library looks really promising but I'm having issues getting started. I'm using the Bevy game engine and I'm trying to create bezier curves so I implemented the Coordinate trait for Bevys `…
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### What it does
This lint would check for potential name clashes in a crate with the Rust Prelude.
Name clashes with the Rust Standard Library are not too big of a problem - in those cases, you…