No description
- Rust 99.1%
- WGSL 0.9%
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| .github/workflows | Initial commit | |
| assets | a | |
| src | a | |
| .gitattributes | models and shaders | |
| .gitignore | models and shaders | |
| Cargo.lock | a | |
| Cargo.toml | a | |
| README.md | save rework | |
- new enum that has handle or asset id
- always serialize to asset id
- create custom asset loader that converts between handle type on deserialize (with dependencies?)
qz
Program structure
main.rscreates a new app withClientPlugins(our entire game)plugins/mod.rscontainsClientPluginsand registers all plugins in the gameplugins/world.rshas much of the world spawning logic. See its setup for the game world entrypoint
Commands are used extensively to build the world. With crate::prelude::* included, look under the scope of trigger:: to find possible commands.
World generation
- A graph with a depth of x to y is created
- Upon loading each node, the world is generated or loaded from file
- The world consists of serialized commands to build the scene
Features
- Input management ready to go with
leafwing-input-manager ronand 2d/3d assets ready to load- Automatic window resizing on wasm
- Loading states courtesy of
bevy_asset_loader - Settings
ronset up and ready for application use - wasm friendly
- Scalable file structure
You'll also probably want a physics library (bevy_xpbd_2d/3d) and UI (egui),
but those aren't included since they're not always a requirement of every game,
and there alternatives to egui.
Hot reloading
To run with asset hot reloading, use
cargo run --features bevy/file_watcher
Structure
- components
- plugins (private system groups)
- resources (and assets)
- states
- util (+public systems)
Couple of important points:
- The project uses its own
prelude. Our game types are so commonly needed that the pre-made folders are publicly exported in apreludemod. You should use this often, because it saves a lot of trouble (use crate::prelude::*). - I postfix the type of thing that something is, except for components, e.g. "GameAsset", "MyResource", "AppState". Components do not follow this pattern because they are so frequently needed, and can be made obvious in systems without the additional keyword. I find Resources and States are slightly harder to intuit, even though they derive certain things. Idk. Theres some other reasons I can't articulate.
- Most of the game logic resides in
plugins. Most systems are meant to run in groups of some kind, so they're actually private functions within plugin files. The only thing that is exposed is thePlugin, which is then consumed by aPluginGroup. Those groups are by defaultCorePluginsandClientPlugins. This is to make separation easier for, e.g. servers. (Imagine a client app that usesClientPluginsand a dedicated server app that just usesCorePlugins). If you actually want to reuse a system across different plugins, it probably should go inutilas a helper system. - All components go in
components, yeah. Resources/assets inresources. States instates.