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## Background
I've been developing a deterministic lockstep multiplayer game which requires multiple non-standard game loops:
1. Player input runs on its own semi-fixed update cadence; It can ru…
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Add a debug stem to query custom entities and get info
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Here are the steps that need to be taken to rewrite the project and get it updated to the latest version of the game, since folks were asking.
Should be done roughly in this order, one or more PRs …
rj00a updated
1 month ago
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in this file: content/news/draft-bevy-0.14/index.md
link is missing
Better scenes: Scenes are one of Bevy's core building blocks: designed to be a powerful tool for saving games, authoring level…
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### Describe the project you are working on
Godot
### Describe the problem or limitation you are having in your project
Godot users want terrain. Terrain will not be added to Godot, because t…
reduz updated
4 months ago
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#### Tracking issue and summary for determining the proper architecture for the graph entity crate. The goal is to separate this into a standalone crate that can be used by any bevy project.
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On most OSes, a timestamp is provided alongside with the input event. It could be exposed as an `Option` or we can just fallback to the time the poll have been executed.
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**Full disclosure: I'm a maintainer of Taffy**
I just saw your project on HN, and couldn't help but feel like a library I work on: Taffy https://github.com/DioxusLabs/taffy would be a perfect compl…
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## Why we need picking (and raycasting)
To be glib, [`bevy_mod_picking`](https://docs.rs/crate/bevy_mod_picking/latest) by @aevyrie allows users to point at things and click on them.
**Picking** …
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### Describe the project you are working on
Godot
### Describe the problem or limitation you are having in your project
For large scenes, loading meshes (3D models) consume a lot of video memory an…
reduz updated
1 month ago