# Objective structs containing wgpu types take a long time to compile. this is particularly bad for generics containing the wgpu structs (like the depth pipeline builder with `#[derive(SystemParam)]` i've been working on). we can avoid that by boxing and type-erasing in the bevy `render_resource` wrappers. type system magic is not a strength of mine so i guess there will be a cleaner way to achieve this, happy to take feedback or for it to be taken as a proof of concept if someone else wants to do a better job. ## Solution - add macros to box and type-erase in debug mode - leave current impl for release mode timings: <html xmlns:v="urn:schemas-microsoft-com:vml" xmlns:o="urn:schemas-microsoft-com:office:office" xmlns:x="urn:schemas-microsoft-com:office:excel" xmlns="http://www.w3.org/TR/REC-html40"> <head> <meta name=ProgId content=Excel.Sheet> <meta name=Generator content="Microsoft Excel 15"> <link id=Main-File rel=Main-File href="file:///C:/Users/robfm/AppData/Local/Temp/msohtmlclip1/01/clip.htm"> <link rel=File-List href="file:///C:/Users/robfm/AppData/Local/Temp/msohtmlclip1/01/clip_filelist.xml"> <!--table {mso-displayed-decimal-separator:"\."; mso-displayed-thousand-separator:"\,";} @page {margin:.75in .7in .75in .7in; mso-header-margin:.3in; mso-footer-margin:.3in;} tr {mso-height-source:auto;} col {mso-width-source:auto;} br {mso-data-placement:same-cell;} td {padding-top:1px; padding-right:1px; padding-left:1px; mso-ignore:padding; color:black; font-size:11.0pt; font-weight:400; font-style:normal; text-decoration:none; font-family:Calibri, sans-serif; mso-font-charset:0; mso-number-format:General; text-align:general; vertical-align:bottom; border:none; mso-background-source:auto; mso-pattern:auto; mso-protection:locked visible; white-space:nowrap; mso-rotate:0;} .xl65 {mso-number-format:0%;} .xl66 {vertical-align:middle; white-space:normal;} .xl67 {vertical-align:middle;} --> </head> <body link="#0563C1" vlink="#954F72"> current | | | -- | -- | -- | -- | Total time: | 64.9s | | bevy_pbr v0.9.0-dev | 19.2s | | bevy_render v0.9.0-dev | 17.0s | | bevy_sprite v0.9.0-dev | 15.1s | | DepthPipelineBuilder | 18.7s | | | | with type-erasing | | | diff | Total time: | 49.0s | -24% | bevy_render v0.9.0-dev | 12.0s | -38% | bevy_pbr v0.9.0-dev | 8.7s | -49% | bevy_sprite v0.9.0-dev | 6.1s | -60% | DepthPipelineBuilder | 1.2s | -94% </body> </html> the depth pipeline builder is a binary with body: ```rust use std::{marker::PhantomData, hash::Hash}; use bevy::{prelude::*, ecs::system::SystemParam, pbr::{RenderMaterials, MaterialPipeline, ShadowPipeline}, render::{renderer::RenderDevice, render_resource::{SpecializedMeshPipelines, PipelineCache}, render_asset::RenderAssets}}; fn main() { println!("Hello, world p!\n"); } #[derive(SystemParam)] pub struct DepthPipelineBuilder<'w, 's, M: Material> where M::Data: Eq + Hash + Clone, { render_device: Res<'w, RenderDevice>, material_pipeline: Res<'w, MaterialPipeline<M>>, material_pipelines: ResMut<'w, SpecializedMeshPipelines<MaterialPipeline<M>>>, shadow_pipeline: Res<'w, ShadowPipeline>, pipeline_cache: ResMut<'w, PipelineCache>, render_meshes: Res<'w, RenderAssets<Mesh>>, render_materials: Res<'w, RenderMaterials<M>>, msaa: Res<'w, Msaa>, #[system_param(ignore)] _p: PhantomData<&'s M>, } ``` |
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assets | ||
benches | ||
crates | ||
docs | ||
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examples | ||
src | ||
tests | ||
tools | ||
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Cargo.toml | ||
CHANGELOG.md | ||
clippy.toml | ||
CODE_OF_CONDUCT.md | ||
CONTRIBUTING.md | ||
CREDITS.md | ||
deny.toml | ||
LICENSE-APACHE | ||
LICENSE-MIT | ||
README.md | ||
rustfmt.toml |
What is Bevy?
Bevy is a refreshingly simple data-driven game engine built in Rust. It is free and open-source forever!
WARNING
Bevy is still in the very early stages of development. APIs can and will change (now is the time to make suggestions!). Important features are missing. Documentation is sparse. Please don't build any serious projects in Bevy unless you are prepared to be broken by API changes constantly.
MSRV: Bevy relies heavily on improvements in the Rust language and compiler. As a result, the Minimum Supported Rust Version (MSRV) is "the latest stable release" of Rust.
Design Goals
- Capable: Offer a complete 2D and 3D feature set
- Simple: Easy for newbies to pick up, but infinitely flexible for power users
- Data Focused: Data-oriented architecture using the Entity Component System paradigm
- Modular: Use only what you need. Replace what you don't like
- Fast: App logic should run quickly, and when possible, in parallel
- Productive: Changes should compile quickly ... waiting isn't fun
About
- Features: A quick overview of Bevy's features.
- News: A development blog that covers our progress, plans and shiny new features.
Docs
- The Bevy Book: Bevy's official documentation. The best place to start learning Bevy.
- Bevy Rust API Docs: Bevy's Rust API docs, which are automatically generated from the doc comments in this repo.
- Official Examples: Bevy's dedicated, runnable examples, which are great for digging into specific concepts.
- Community-Made Learning Resources: More tutorials, documentation, and examples made by the Bevy community.
Community
Before contributing or participating in discussions with the community, you should familiarize yourself with our Code of Conduct.
- Discord: Bevy's official discord server.
- Reddit: Bevy's official subreddit.
- GitHub Discussions: The best place for questions about Bevy, answered right here!
- Bevy Assets: A collection of awesome Bevy projects, tools, plugins and learning materials.
If you'd like to help build Bevy, check out the Contributor's Guide. For simple problems, feel free to open an issue or PR and tackle it yourself!
For more complex architecture decisions and experimental mad science, please open an RFC (Request For Comments) so we can brainstorm together effectively!
Getting Started
We recommend checking out The Bevy Book for a full tutorial.
Follow the Setup guide to ensure your development environment is set up correctly. Once set up, you can quickly try out the examples by cloning this repo and running the following commands:
# Switch to the correct version (latest release, default is main development branch)
git checkout latest
# Runs the "breakout" example
cargo run --example breakout
To draw a window with standard functionality enabled, use:
use bevy::prelude::*;
fn main(){
App::new()
.add_plugins(DefaultPlugins)
.run();
}
Fast Compiles
Bevy can be built just fine using default configuration on stable Rust. However for really fast iterative compiles, you should enable the "fast compiles" setup by following the instructions here.
Libraries Used
Bevy is only possible because of the hard work put into these foundational technologies:
- wgpu: modern / low-level / cross-platform graphics library inspired by Vulkan
- glam-rs: a simple and fast 3D math library for games and graphics
- winit: cross-platform window creation and management in Rust
Bevy Cargo Features
This list outlines the different cargo features supported by Bevy. These allow you to customize the Bevy feature set for your use-case.
Third Party Plugins
Plugins are very welcome to extend Bevy's features. Guidelines are available to help integration and usage.
Thanks and Alternatives
Additionally, we would like to thank the Amethyst, macroquad, coffee, ggez, Fyrox, and Piston projects for providing solid examples of game engine development in Rust. If you are looking for a Rust game engine, it is worth considering all of your options. Each engine has different design goals, and some will likely resonate with you more than others.
License
Bevy is free, open source and permissively licensed! Except where noted (below and/or in individual files), all code in this repository is dual-licensed under either:
- MIT License (LICENSE-MIT or http://opensource.org/licenses/MIT)
- Apache License, Version 2.0 (LICENSE-APACHE or http://www.apache.org/licenses/LICENSE-2.0)
at your option. This means you can select the license you prefer! This dual-licensing approach is the de-facto standard in the Rust ecosystem and there are very good reasons to include both.
Some of the engine's code carries additional copyright notices and license terms due to their external origins.
These are generally BSD-like, but exact details vary by crate:
If the README of a crate contains a 'License' header (or similar), the additional copyright notices and license terms applicable to that crate will be listed.
The above licensing requirement still applies to contributions to those crates, and sections of those crates will carry those license terms.
The license field of each crate will also reflect this.
For example, bevy_mikktspace
has code under the Zlib license (as well as a copyright notice when choosing the MIT license).
The assets included in this repository (for our examples) typically fall under different open licenses. These will not be included in your game (unless copied in by you), and they are not distributed in the published bevy crates. See CREDITS.md for the details of the licenses of those files.
Your contributions
Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.