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# Bevy Outline
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## High Level
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* ECS at its core (but only where needed)
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* Simple api backed by flexible systems
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* ex: PBR renderer built on a render graph system
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* Flexbox ui
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* simple, standard, good implementations exist
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* 100% rust (except for the few cases where this is impossible)
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* Batteries included
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* 2d/3d rendering, ui, physics, networking, etc
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* Editor: also a "game"
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* dogfood components
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* Fast app compile times (< 5 seconds)
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## Dependencies
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* Legion ecs
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* wgfx-rs
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* nalgebra
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* nphysics/ncollide
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## Outline
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* Core
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* Shared
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* Types
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* enum PropertyValue
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* DATATYPE_WRAPPERS_HERE
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* Analog: godot's Variant
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* struct Property
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* Description: Dynamic data
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* Ex: exported to editor, uniforms in shaders
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* Tags: ```HashSet<string>```
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* struct Texture
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* Components
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<!-- Hierarchy -->
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* Parent
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* Children ```Vec<EntityId>```
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<!-- Properties-->
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* Properties
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* ```HashMap<string, Property>```
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<!-- Rendering -->
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* Mesh
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* Armature
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* Material
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* Systems
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<!-- Rendering -->
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* UpdateArmatureTransforms
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* SyncPropertiesToMaterialUniforms
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* 3d
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* Components
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<!-- Position -->
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* Transform
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* GlobalTransform
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<!-- Physics -->
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* PhysicsBody
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* CollisionShape
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* RigidBody
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* Systems
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<!-- Position -->
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* CalculateGlobalTransform
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* Dep: Child, GlobalTransform, Transform
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<!-- Physics -->
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* UpdateCollisions/NCollide
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* Dep: CollisionShape, PhysicsBody, GlobalTransform
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* UpdateRigidBodies/NCollide
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* Dep: PhysicsBody, RigidBody, GlobalTransform
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* 2d
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* Components
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<!-- Position -->
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* Transform2d
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* GlobalTransform2d
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<!-- UI -->
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* Element
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<!-- Physics -->
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* PhysicsBody2d
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* CollisionShape2d
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* RigidBody2d
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* Systems
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<!-- Position -->
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* CalculateGlobalTransform2d
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* Dep: Child, GlobalTransform2d, Transform2d
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<!-- Physics -->
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* UpdateCollisions2d/NCollide
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* Dep: CollisionShape2d, PhysicsBody2d, GlobalTransform2d
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* UpdateRigidBodies2d/NCollide
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* Dep: PhysicsBody2d, RigidBody2d, GlobalTransform2d
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