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Carter Anderson a20dc36c8c Add new SystemState and rename old SystemState to SystemMeta (#2283)
This enables `SystemParams` to be used outside of function systems. Anything can create and store `SystemState`, which enables efficient "param state cached" access to `SystemParams`.

It adds a `ReadOnlySystemParamFetch` trait, which enables safe `SystemState::get` calls without unique world access.

I renamed the old `SystemState` to `SystemMeta` to enable us to mirror the `QueryState` naming convention (but I'm happy to discuss alternative names if people have other ideas). I initially pitched this as `ParamState`, but given that it needs to include full system metadata, that doesn't feel like a particularly accurate name.

```rust
#[derive(Eq, PartialEq, Debug)]
struct A(usize);

#[derive(Eq, PartialEq, Debug)]
struct B(usize);

let mut world = World::default();
world.insert_resource(A(42));
world.spawn().insert(B(7));

// we get nice lifetime elision when declaring the type on the left hand side
let mut system_state: SystemState<(Res<A>, Query<&B>)> = SystemState::new(&mut world);
let (a, query) = system_state.get(&world);
assert_eq!(*a, A(42), "returned resource matches initial value");
assert_eq!(
    *query.single().unwrap(),
    B(7),
    "returned component matches initial value"
);

// mutable system params require unique world access
let mut system_state: SystemState<(ResMut<A>, Query<&mut B>)> = SystemState::new(&mut world);
let (a, query) = system_state.get_mut(&mut world);

// static lifetimes are required when declaring inside of structs
struct SomeContainer {
  state: SystemState<(Res<'static, A>, Res<'static, B>)>
}

// this can be shortened using type aliases, which will be useful for complex param tuples
type MyParams<'a> = (Res<'a, A>, Res<'a, B>);
struct SomeContainer {
  state: SystemState<MyParams<'static>>
}

// It is the user's responsibility to call SystemState::apply(world) for parameters that queue up work   
let mut system_state: SystemState<(Commands, Query<&B>)> = SystemState::new(&mut world);
{
  let (mut commands, query) = system_state.get(&world);
  commands.insert_resource(3.14);
}
system_state.apply(&mut world);
```

## Future Work

* Actually use SystemState inside FunctionSystem. This would be trivial, but it requires FunctionSystem to wrap SystemState in Option in its current form (which complicates system metadata lookup). I'd prefer to hold off until we adopt something like the later designs linked in #1364, which enable us to contruct Systems using a World reference (and also remove the need for `.system`).
* Consider a "scoped" approach to automatically call SystemState::apply when systems params are no longer being used (either a container type with a Drop impl, or a function that takes a closure for user logic operating on params).
2021-06-02 19:57:38 +00:00
.cargo Removed irrelevant note for Mac users (#2017) 2021-04-27 00:46:41 +00:00
.github Bump actions/cache from 2.1.5 to 2.1.6 (#2284) 2021-06-01 20:06:33 +00:00
assets Fixes #2079 with a New SVG File (#2290) 2021-06-02 02:11:04 +00:00
benches Bevy ECS V2 (#1525) 2021-03-05 07:54:35 +00:00
crates Add new SystemState and rename old SystemState to SystemMeta (#2283) 2021-06-02 19:57:38 +00:00
docs GitHub Action: Check local Markdown links on push (#2067) 2021-05-02 20:22:32 +00:00
examples Add audio to ios example (#1007) 2021-05-30 18:39:31 +00:00
src format comments (#1612) 2021-03-11 00:27:30 +00:00
tests examples on how to tests systems (#1714) 2021-04-15 00:57:37 +00:00
tools Use bevy_reflect as path in case of no direct references (#1875) 2021-05-19 19:03:36 +00:00
.gitignore add .cargo/config.toml to .gitignore 2020-12-12 17:17:35 -08:00
Cargo.toml Example showing how to use AsyncComputeTaskPool and Tasks (#2180) 2021-05-23 20:13:55 +00:00
CHANGELOG.md update CHANGELOG for 0.5 (#1967) 2021-04-19 22:41:19 +00:00
CODE_OF_CONDUCT.md Update CODE_OF_CONDUCT.md 2020-08-19 20:25:58 +01:00
CREDITS.md Cleanup of Markdown Files and add CI Checking (#1463) 2021-02-22 04:50:05 +00:00
deny.toml update duplicate dependencies after winit update (#2212) 2021-05-18 23:27:01 +00:00
LICENSE add license 2020-04-24 13:16:04 -07:00
README.md Fixes #2079 with a New SVG File (#2290) 2021-06-02 02:11:04 +00:00
rustfmt.toml Cargo fmt with unstable features (#1903) 2021-04-21 23:19:34 +00:00

Bevy

Crates.io license Crates.io Rust iOS cron CI Discord

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.

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

Docs

Community

Before contributing or participating in discussions with the community, you should familiarize yourself with our Code of Conduct and How to Contribute

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

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.

Focus Areas

Bevy has the following Focus Areas. We are currently focusing our development efforts in these areas, and they will receive priority for Bevy developers' time. If you would like to contribute to Bevy, you are heavily encouraged to join in on these efforts:

Editor-Ready UI

PBR / Clustered Forward Rendering

Scenes

Libraries Used

Bevy is only possible because of the hard work put into these foundational technologies:

  • wgpu-rs: 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
  • spirv-reflect: Reflection API in rust for SPIR-V shader byte code

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, rg3d, 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.