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https://github.com/bevyengine/bevy
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remove tiny town
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03c1ec3405
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3 changed files with 0 additions and 61 deletions
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[package]
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name = "tiny-town"
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version = "0.1.0"
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authors = ["Carter Anderson <mcanders1@gmail.com>"]
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edition = "2018"
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# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
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[dependencies]
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bevy = { path = "../" }
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```bash
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# run using one of these commands
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# lld linker makes compiles faster
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# rust backtrace gives you a nice backtrace on panics
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# -Zshare-generics=y makes generics slightly faster for some reason
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env RUSTFLAGS="-C link-arg=-fuse-ld=lld" cargo run --release
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env RUSTFLAGS="-C link-arg=-fuse-ld=lld -Zshare-generics=y" RUST_BACKTRACE=1 cargo run --release
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```
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use bevy::*;
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use bevy::{render::mesh::{Mesh, MeshType}, asset::{Asset, AssetStorage}, temp::*, math};
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use std::clone::Clone;
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fn main() {
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let universe = Universe::new();
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let mut world = universe.create_world();
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// Create a query which finds all `Position` and `Velocity` components
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// let mut query = Read::<Transform>::query();
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let cube = Mesh::load(MeshType::Cube);
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let plane = Mesh::load(MeshType::Plane{ size: 10 });
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let mut mesh_storage = AssetStorage::<Mesh, MeshType>::new();
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// this currently breaks because Arcs cant be modified after they are cloned :(
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let mesh_handle = mesh_storage.add(cube);
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let plane_handle = mesh_storage.add(plane);
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world.resources.insert(mesh_storage);
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world.insert((), vec![
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(
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Material { color: math::vec4(0.0, 1.0, 0.0, 1.0), bind_group: None, uniform_buf: None },
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plane_handle.clone(),
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LocalToWorld(math::translation(&math::vec3(0.0, 0.0, 0.0))),
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Translation::new(0.0, 0.0, 0.0)
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),
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(
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Material { color: math::vec4(0.0, 1.0, 0.0, 1.0), bind_group: None, uniform_buf: None },
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mesh_handle.clone(),
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LocalToWorld(math::translation(&math::vec3(3.0, 0.0, 0.0))),
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Translation::new(0.0, 0.0, 0.0)
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),
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(
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Material { color: math::vec4(1.0, 0.0, 0.0, 1.0), bind_group: None, uniform_buf: None },
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mesh_handle,
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LocalToWorld::identity(),
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Translation::new(0.0, 0.0, 0.0)
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),
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]);
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Application::run(universe, world);
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}
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