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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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Hello
Thank you for contributing to this amazing project.
I find out that tao uses gtk and with gtk, we can use the following C codes in order to render the whole window into the pixels.
```
voi…
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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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Flecs by @SanderMertens has a beautiful dashboard: https://github.com/flecs-hub/flecs-dash ([previous iteration here](https://github.com/flecs-hub/flecs-systems-admin )).
![](https://images-ext-2.d…
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This could will result in an error:
```
use xshell::cmd;
fn main() {
let x = (false).then_some("-s").unwrap_or_default();
let y = (false).then_some("-b").unwrap_or_default();
let sh …
cjglo updated
4 months ago
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@64kramsystem is pretty far along with a project that I believe would make an excellent community-driven project for the GameDev WG.
This would be in a similar vein as https://github.com/rust-gamed…
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Hey! I am using this with bevy_xpbd physics which does not seem to have any sort of scaling. Ideally, my tilemap is 16x16, so it'd be useful if 16px was equal to 1 bevy unit - but currently, I believe…
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## Bevy version
0.7
## What you did
Cargo.toml
```toml
[target.'cfg(target_arch="wasm32")'.dependencies]
lunatic = "0.9"
bevy = { version = "0.7", default-features = false }
```
.ca…
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Hi again! I see a lot of similarities between Bevy and Crux if I squint my eyes really hard.
One example are capabilities both Bevy and Crux are meant to be running in different environments.
For…
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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
3 months ago