Open erlend-sh opened 3 years ago
Isn't that against:
[...] the editor should be built in the engine. Godot uses this approach and it is so smart. Doing so dogfoods the engine's UI system and creates positive feedback loops. Improvements to the editor are also often improvements to the core engine. It also makes sure your engine is flexible enough to build tooling (and not just games). I personally consider building an engine's editor in another stack to be a missed opportunity (ex: the web, QT, native widgets).
Yes, but the editor is still far away. I think this is more a suggestion for a 3rd party crate, which could be used to debug ECS
Yeah this is a good idea, but integration should be a 3rd party plugin. The editor will (hopefully) eventually have dashboard-like functionality so thats what we would merge into this repo.
This is great. As well it could help dogfooding bevys own network implementation (hmmm not even sure if there is one) :)
@fopsdev currently networking is being prototyped and experimented with in external plugins https://github.com/bevyengine/awesome-bevy#networking
Flecs by @SanderMertens has a beautiful dashboard: https://github.com/flecs-hub/flecs-dash (previous iteration here).
This could be adapted to work with Bevy ECS.