mirror of
https://github.com/bevyengine/bevy
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35ac1b152e
# Objective Keep core dependencies up to date. ## Solution Update the dependencies. wgpu 0.19 only supports raw-window-handle (rwh) 0.6, so bumping that was included in this. The rwh 0.6 version bump is just the simplest way of doing it. There might be a way we can take advantage of wgpu's new safe surface creation api, but I'm not familiar enough with bevy's window management to untangle it and my attempt ended up being a mess of lifetimes and rustc complaining about missing trait impls (that were implemented). Thanks to @MiniaczQ for the (much simpler) rwh 0.6 version bump code. Unblocks https://github.com/bevyengine/bevy/pull/9172 and https://github.com/bevyengine/bevy/pull/10812 ~~This might be blocked on cpal and oboe updating their ndk versions to 0.8, as they both currently target ndk 0.7 which uses rwh 0.5.2~~ Tested on android, and everything seems to work correctly (audio properly stops when minimized, and plays when re-focusing the app). --- ## Changelog - `wgpu` has been updated to 0.19! The long awaited arcanization has been merged (for more info, see https://gfx-rs.github.io/2023/11/24/arcanization.html), and Vulkan should now be working again on Intel GPUs. - Targeting WebGPU now requires that you add the new `webgpu` feature (setting the `RUSTFLAGS` environment variable to `--cfg=web_sys_unstable_apis` is still required). This feature currently overrides the `webgl2` feature if you have both enabled (the `webgl2` feature is enabled by default), so it is not recommended to add it as a default feature to libraries without putting it behind a flag that allows library users to opt out of it! In the future we plan on supporting wasm binaries that can target both webgl2 and webgpu now that wgpu added support for doing so (see https://github.com/bevyengine/bevy/issues/11505). - `raw-window-handle` has been updated to version 0.6. ## Migration Guide - `bevy_render::instance_index::get_instance_index()` has been removed as the webgl2 workaround is no longer required as it was fixed upstream in wgpu. The `BASE_INSTANCE_WORKAROUND` shaderdef has also been removed. - WebGPU now requires the new `webgpu` feature to be enabled. The `webgpu` feature currently overrides the `webgl2` feature so you no longer need to disable all default features and re-add them all when targeting `webgpu`, but binaries built with both the `webgpu` and `webgl2` features will only target the webgpu backend, and will only work on browsers that support WebGPU. - Places where you conditionally compiled things for webgl2 need to be updated because of this change, eg: - `#[cfg(any(not(feature = "webgl"), not(target_arch = "wasm32")))]` becomes `#[cfg(any(not(feature = "webgl") ,not(target_arch = "wasm32"), feature = "webgpu"))]` - `#[cfg(all(feature = "webgl", target_arch = "wasm32"))]` becomes `#[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))]` - `if cfg!(all(feature = "webgl", target_arch = "wasm32"))` becomes `if cfg!(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))` - `create_texture_with_data` now also takes a `TextureDataOrder`. You can probably just set this to `TextureDataOrder::default()` - `TextureFormat`'s `block_size` has been renamed to `block_copy_size` - See the `wgpu` changelog for anything I might've missed: https://github.com/gfx-rs/wgpu/blob/trunk/CHANGELOG.md --------- Co-authored-by: François <mockersf@gmail.com>
344 lines
11 KiB
Smarty
344 lines
11 KiB
Smarty
<!-- MD024 - The Headers from the Platform-Specific Examples should be identical -->
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<!-- Use 'cargo run -p build-templated-pages -- build-example-page' to generate the final example README.md -->
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<!-- markdownlint-disable-file MD024 -->
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# Examples
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These examples demonstrate the main features of Bevy and how to use them.
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To run an example, use the command `cargo run --example <Example>`, and add the option `--features x11` or `--features wayland` to force the example to run on a specific window compositor, e.g.
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```sh
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cargo run --features wayland --example hello_world
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```
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**⚠️ Note: for users of releases on crates.io!**
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There are often large differences and incompatible API changes between the latest [crates.io](https://crates.io/crates/bevy) release and the development version of Bevy in the git main branch!
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If you are using a released version of bevy, you need to make sure you are viewing the correct version of the examples!
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- Latest release: [https://github.com/bevyengine/bevy/tree/latest/examples](https://github.com/bevyengine/bevy/tree/latest/examples)
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- Specific version, such as `0.4`: [https://github.com/bevyengine/bevy/tree/v0.4.0/examples](https://github.com/bevyengine/bevy/tree/v0.4.0/examples)
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When you clone the repo locally to run the examples, use `git checkout` to get the correct version:
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```bash
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# `latest` always points to the newest release
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git checkout latest
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# or use a specific version
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git checkout v0.4.0
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```
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---
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## Table of Contents
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- [Examples](#examples)
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- [Table of Contents](#table-of-contents)
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- [The Bare Minimum](#the-bare-minimum)
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- [Hello, World!](#hello-world)
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- [Cross-Platform Examples](#cross-platform-examples)
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{% for category, _ in all_examples %} - [{{ category }}](#{{ category | slugify }})
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{% endfor %}
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- [Tests](#tests)
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- [Platform-Specific Examples](#platform-specific-examples)
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- [Android](#android)
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- [Setup](#setup)
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- [Build & Run](#build--run)
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- [Old phones](#old-phones)
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- [iOS](#ios)
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- [Setup](#setup-1)
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- [Build & Run](#build--run-1)
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- [WASM](#wasm)
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- [Setup](#setup-2)
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- [Build & Run](#build--run-2)
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- [WebGL2 and WebGPU](#webgl2-and-webgpu)
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- [Audio in the browsers](#audio-in-the-browsers)
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- [Optimizing](#optimizing)
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- [Loading Assets](#loading-assets)
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# The Bare Minimum
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<!-- MD026 - Hello, World! looks better with the ! -->
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<!-- markdownlint-disable-next-line MD026 -->
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## Hello, World!
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Example | Description
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--- | ---
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[`hello_world.rs`](./hello_world.rs) | Runs a minimal example that outputs "hello world"
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# Cross-Platform Examples
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{% for category, details in all_examples %}
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## {{ category }}
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{% if details.description is string %}{{ details.description }}
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{% endif %}Example | Description
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--- | ---
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{% for example in details.examples %}[{{ example.name }}](../{{ example.path }}) | {{ example.description }}
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{% endfor %}{% endfor %}
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# Tests
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Example | Description
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--- | ---
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[How to Test Systems](../tests/how_to_test_systems.rs) | How to test systems with commands, queries or resources
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# Platform-Specific Examples
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## Android
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### Setup
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```sh
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rustup target add aarch64-linux-android armv7-linux-androideabi
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cargo install cargo-apk
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```
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The Android SDK must be installed, and the environment variable `ANDROID_SDK_ROOT` set to the root Android `sdk` folder.
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When using `NDK (Side by side)`, the environment variable `ANDROID_NDK_ROOT` must also be set to one of the NDKs in `sdk\ndk\[NDK number]`.
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### Build & Run
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To run on a device setup for Android development, run:
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```sh
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cargo apk run -p bevy_mobile_example
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```
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When using Bevy as a library, the following fields must be added to `Cargo.toml`:
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```toml
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[package.metadata.android]
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build_targets = ["aarch64-linux-android", "armv7-linux-androideabi"]
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[package.metadata.android.sdk]
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target_sdk_version = 31
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```
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Please reference `cargo-apk` [README](https://crates.io/crates/cargo-apk) for other Android Manifest fields.
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### Debugging
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You can view the logs with the following command:
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```sh
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adb logcat | grep 'RustStdoutStderr\|bevy\|wgpu'
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```
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In case of an error getting a GPU or setting it up, you can try settings logs of `wgpu_hal` to `DEBUG` to get more information.
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Sometimes, running the app complains about an unknown activity. This may be fixed by uninstalling the application:
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```sh
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adb uninstall org.bevyengine.example
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```
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### Old phones
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Bevy by default targets Android API level 31 in its examples which is the <!-- markdown-link-check-disable -->
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[Play Store's minimum API to upload or update apps](https://developer.android.com/distribute/best-practices/develop/target-sdk). <!-- markdown-link-check-enable -->
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Users of older phones may want to use an older API when testing.
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To use a different API, the following fields must be updated in Cargo.toml:
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```toml
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[package.metadata.android.sdk]
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target_sdk_version = >>API<<
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min_sdk_version = >>API or less<<
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```
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Example | File | Description
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--- | --- | ---
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`android` | [`mobile/src/lib.rs`](./mobile/src/lib.rs) | A 3d Scene with a button and playing sound
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## iOS
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### Setup
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You need to install the correct rust targets:
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- `aarch64-apple-ios`: iOS devices
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- `x86_64-apple-ios`: iOS simulator on x86 processors
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- `aarch64-apple-ios-sim`: iOS simulator on Apple processors
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```sh
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rustup target add aarch64-apple-ios x86_64-apple-ios aarch64-apple-ios-sim
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```
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### Build & Run
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Using bash:
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```sh
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cd examples/mobile
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make run
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```
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In an ideal world, this will boot up, install and run the app for the first
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iOS simulator in your `xcrun simctl devices list`. If this fails, you can
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specify the simulator device UUID via:
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```sh
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DEVICE_ID=${YOUR_DEVICE_ID} make run
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```
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If you'd like to see xcode do stuff, you can run
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```sh
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open bevy_mobile_example.xcodeproj/
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```
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which will open xcode. You then must push the zoom zoom play button and wait
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for the magic.
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Example | File | Description
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--- | --- | ---
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`ios` | [`mobile/src/lib.rs`](./mobile/src/lib.rs) | A 3d Scene with a button and playing sound
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## WASM
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### Setup
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```sh
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rustup target add wasm32-unknown-unknown
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cargo install wasm-bindgen-cli
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```
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### Build & Run
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Following is an example for `lighting`. For other examples, change the `lighting` in the
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following commands.
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```sh
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cargo build --release --example lighting --target wasm32-unknown-unknown
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wasm-bindgen --out-name wasm_example \
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--out-dir examples/wasm/target \
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--target web target/wasm32-unknown-unknown/release/examples/lighting.wasm
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```
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The first command will build the example for the wasm target, creating a binary. Then,
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[wasm-bindgen-cli](https://rustwasm.github.io/wasm-bindgen/reference/cli.html) is used to create
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javascript bindings to this wasm file in the output file `examples/wasm/target/wasm_example.js`, which can be loaded using this
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[example HTML file](./wasm/index.html).
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Then serve `examples/wasm` directory to browser. i.e.
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```sh
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# cargo install basic-http-server
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basic-http-server examples/wasm
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# with python
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python3 -m http.server --directory examples/wasm
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# with ruby
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ruby -run -ehttpd examples/wasm
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```
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#### WebGL2 and WebGPU
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Bevy support for WebGPU is being worked on, but is currently experimental.
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To build for WebGPU, you'll need to enable the `webgpu` feature. This will override the `webgl2` feature, and builds with the `webgpu` feature enabled won't be able to run on browsers that don't support WebGPU.
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WebGPU depends on unstable APIs so you will also need to pass the `web_sys_unstable_apis` flag to your builds. For example:
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```sh
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RUSTFLAGS=--cfg=web_sys_unstable_apis cargo build ...
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```
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Check `wasm-bindgen` [docs on Unstable APIs](https://rustwasm.github.io/wasm-bindgen/web-sys/unstable-apis.html) for more details.
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Bevy has an helper to build its examples:
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- Build for WebGL2: `cargo run -p build-wasm-example -- --api webgl2 load_gltf`
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- Build for WebGPU: `cargo run -p build-wasm-example -- --api webgpu load_gltf`
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This helper will log the command used to build the examples.
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### Audio in the browsers
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For the moment, everything is single threaded, this can lead to stuttering when playing audio in browsers. Not all browsers react the same way for all games, you will have to experiment for your game.
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In browsers, audio is not authorized to start without being triggered by an user interaction. This is to avoid multiple tabs all starting to auto play some sounds. You can find more context and explanation for this on [Google Chrome blog](https://developer.chrome.com/blog/web-audio-autoplay/). This page also describes a JS workaround to resume audio as soon as the user interact with your game.
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### Optimizing
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On the web, it's useful to reduce the size of the files that are distributed.
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With rust, there are many ways to improve your executable sizes.
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Here are some.
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#### 1. Tweak your `Cargo.toml`
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Add a new [profile](https://doc.rust-lang.org/cargo/reference/profiles.html)
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to your `Cargo.toml`:
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```toml
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[profile.wasm-release]
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# Use release profile as default values
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inherits = "release"
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# Optimize with size in mind, also try "s", sometimes it is better.
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# This doesn't increase compilation times compared to -O3, great improvements
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opt-level = "z"
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# Do a second optimization pass removing duplicate or unused code from dependencies.
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# Slows compile times, marginal improvements
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lto = "fat"
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# When building crates, optimize larger chunks at a time
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# Slows compile times, marginal improvements
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codegen-units = 1
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```
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Now, when building the final executable, use the `wasm-release` profile
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by replacing `--release` by `--profile wasm-release` in the cargo command.
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```sh
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cargo build --profile wasm-release --example lighting --target wasm32-unknown-unknown
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```
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Make sure your final executable size is smaller, some of those optimizations
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may not be worth keeping, due to compilation time increases.
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#### 2. Use `wasm-opt` from the binaryen package
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Binaryen is a set of tools for working with wasm. It has a `wasm-opt` CLI tool.
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First download the `binaryen` package,
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then locate the `.wasm` file generated by `wasm-bindgen`.
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It should be in the `--out-dir` you specified in the command line,
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the file name should end in `_bg.wasm`.
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Then run `wasm-opt` with the `-Oz` flag. Note that `wasm-opt` is _very slow_.
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Note that `wasm-opt` optimizations might not be as effective if you
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didn't apply the optimizations from the previous section.
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```sh
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wasm-opt -Oz --output optimized.wasm examples/wasm/target/lighting_bg.wasm
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mv optimized.wasm examples/wasm/target/lighting_bg.wasm
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```
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For a small project with a basic 3d model and two lights,
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the generated file sizes are, as of July 2022, as follows:
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|profile | wasm-opt | no wasm-opt |
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|----------------------------------|----------|-------------|
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|Default | 8.5M | 13.0M |
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|opt-level = "z" | 6.1M | 12.7M |
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|"z" + lto = "thin" | 5.9M | 12M |
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|"z" + lto = "fat" | 5.1M | 9.4M |
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|"z" + "thin" + codegen-units = 1 | 5.3M | 11M |
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|"z" + "fat" + codegen-units = 1 | 4.8M | 8.5M |
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There are more advanced optimization options available,
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check the following pages for more info:
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- <https://rustwasm.github.io/book/reference/code-size.html>
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- <https://rustwasm.github.io/docs/wasm-bindgen/reference/optimize-size.html>
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- <https://rustwasm.github.io/book/game-of-life/code-size.html>
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### Loading Assets
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To load assets, they need to be available in the folder examples/wasm/assets. Cloning this
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repository will set it up as a symlink on Linux and macOS, but you will need to manually move
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the assets on Windows.
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