cf40f4ab08
If a mesh without any vertex attributes is rendered (for example, one that only has indices), bevy will crash since the mesh still creates a vertex buffer even though it's empty. Later code assumes that there is vertex data, causing an index-out-of-bounds panic. This PR fixes the issue by adding a check that there is any vertex data before creating a vertex buffer. I ran into this issue while rendering a tilemap without any vertex attributes (only indices). Stack trace: ``` thread 'main' panicked at 'index out of bounds: the len is 0 but the index is 0', C:\Dev\Games\bevy\crates\bevy_render\src\render_graph\nodes\pass_node.rs:346:9 stack backtrace: 0: std::panicking::begin_panic_handler at /rustc/bb491ed23937aef876622e4beb68ae95938b3bf9\/library\std\src\panicking.rs:493 1: core::panicking::panic_fmt at /rustc/bb491ed23937aef876622e4beb68ae95938b3bf9\/library\core\src\panicking.rs:92 2: core::panicking::panic_bounds_check at /rustc/bb491ed23937aef876622e4beb68ae95938b3bf9\/library\core\src\panicking.rs:69 3: core::slice::index::{{impl}}::index<core::option::Option<tuple<bevy_render::renderer::render_resource::buffer::BufferId, u64>>> at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\core\src\slice\index.rs:184 4: core::slice::index::{{impl}}::index<core::option::Option<tuple<bevy_render::renderer::render_resource::buffer::BufferId, u64>>,usize> at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\core\src\slice\index.rs:15 5: alloc::vec::{{impl}}::index<core::option::Option<tuple<bevy_render::renderer::render_resource::buffer::BufferId, u64>>,usize,alloc::alloc::Global> at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\alloc\src\vec\mod.rs:2386 6: bevy_render::render_graph::nodes::pass_node::DrawState::is_vertex_buffer_set at C:\Dev\Games\bevy\crates\bevy_render\src\render_graph\nodes\pass_node.rs:346 7: bevy_render::render_graph::nodes::pass_node::{{impl}}::update::{{closure}}<bevy_render::render_graph::base::MainPass*> at C:\Dev\Games\bevy\crates\bevy_render\src\render_graph\nodes\pass_node.rs:285 8: bevy_wgpu::renderer::wgpu_render_context::{{impl}}::begin_pass at C:\Dev\Games\bevy\crates\bevy_wgpu\src\renderer\wgpu_render_context.rs:196 9: bevy_render::render_graph::nodes::pass_node::{{impl}}::update<bevy_render::render_graph::base::MainPass*> at C:\Dev\Games\bevy\crates\bevy_render\src\render_graph\nodes\pass_node.rs:244 10: bevy_wgpu::renderer::wgpu_render_graph_executor::WgpuRenderGraphExecutor::execute at C:\Dev\Games\bevy\crates\bevy_wgpu\src\renderer\wgpu_render_graph_executor.rs:75 11: bevy_wgpu::wgpu_renderer::{{impl}}::run_graph::{{closure}} at C:\Dev\Games\bevy\crates\bevy_wgpu\src\wgpu_renderer.rs:115 12: bevy_ecs::world::World::resource_scope<bevy_render::render_graph::graph::RenderGraph,tuple<>,closure-0> at C:\Dev\Games\bevy\crates\bevy_ecs\src\world\mod.rs:715 13: bevy_wgpu::wgpu_renderer::WgpuRenderer::run_graph at C:\Dev\Games\bevy\crates\bevy_wgpu\src\wgpu_renderer.rs:104 14: bevy_wgpu::wgpu_renderer::WgpuRenderer::update at C:\Dev\Games\bevy\crates\bevy_wgpu\src\wgpu_renderer.rs:121 15: bevy_wgpu::get_wgpu_render_system::{{closure}} at C:\Dev\Games\bevy\crates\bevy_wgpu\src\lib.rs:112 16: alloc::boxed::{{impl}}::call_mut<tuple<mut bevy_ecs::world::World*>,FnMut<tuple<mut bevy_ecs::world::World*>>,alloc::alloc::Global> at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\alloc\src\boxed.rs:1553 17: bevy_ecs::system::exclusive_system::{{impl}}::run at C:\Dev\Games\bevy\crates\bevy_ecs\src\system\exclusive_system.rs:41 18: bevy_ecs::schedule::stage::{{impl}}::run at C:\Dev\Games\bevy\crates\bevy_ecs\src\schedule\stage.rs:812 19: bevy_ecs::schedule::Schedule::run_once at C:\Dev\Games\bevy\crates\bevy_ecs\src\schedule\mod.rs:201 20: bevy_ecs::schedule::{{impl}}::run at C:\Dev\Games\bevy\crates\bevy_ecs\src\schedule\mod.rs:219 21: bevy_app::app::App::update at C:\Dev\Games\bevy\crates\bevy_app\src\app.rs:58 22: bevy_winit::winit_runner_with::{{closure}} at C:\Dev\Games\bevy\crates\bevy_winit\src\lib.rs:485 23: winit::platform_impl::platform::event_loop::{{impl}}::run_return::{{closure}}<tuple<>,closure-1> at C:\Users\tehpe\.cargo\registry\src\github.com-1ecc6299db9ec823\winit-0.24.0\src\platform_impl\windows\event_loop.rs:203 24: alloc::boxed::{{impl}}::call_mut<tuple<winit::event::Event<tuple<>>, mut winit::event_loop::ControlFlow*>,FnMut<tuple<winit::event::Event<tuple<>>, mut winit::event_loop::ControlFlow*>>,alloc::alloc::Global> at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\alloc\src\boxed.rs:1553 25: winit::platform_impl::platform::event_loop:🏃:{{impl}}::call_event_handler::{{closure}}<tuple<>> at C:\Users\tehpe\.cargo\registry\src\github.com-1ecc6299db9ec823\winit-0.24.0\src\platform_impl\windows\event_loop\runner.rs:245 26: std::panic::{{impl}}::call_once<tuple<>,closure-0> at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\std\src\panic.rs:344 27: std::panicking::try::do_call<std::panic::AssertUnwindSafe<closure-0>,tuple<>> at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\std\src\panicking.rs:379 28: hashbrown::set::HashSet<mut winapi::shared::windef::HWND__*, std::collections:#️⃣:map::RandomState, alloc::alloc::Global>::iter<mut winapi::shared::windef::HWND__*,std::collections:#️⃣:map::RandomState,alloc::alloc::Global> 29: std::panicking::try<tuple<>,std::panic::AssertUnwindSafe<closure-0>> at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\std\src\panicking.rs:343 30: std::panic::catch_unwind<std::panic::AssertUnwindSafe<closure-0>,tuple<>> at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\std\src\panic.rs:431 31: winit::platform_impl::platform::event_loop:🏃:EventLoopRunner<tuple<>>::catch_unwind<tuple<>,tuple<>,closure-0> at C:\Users\tehpe\.cargo\registry\src\github.com-1ecc6299db9ec823\winit-0.24.0\src\platform_impl\windows\event_loop\runner.rs:152 32: winit::platform_impl::platform::event_loop:🏃:EventLoopRunner<tuple<>>::call_event_handler<tuple<>> at C:\Users\tehpe\.cargo\registry\src\github.com-1ecc6299db9ec823\winit-0.24.0\src\platform_impl\windows\event_loop\runner.rs:239 33: winit::platform_impl::platform::event_loop:🏃:EventLoopRunner<tuple<>>::move_state_to<tuple<>> at C:\Users\tehpe\.cargo\registry\src\github.com-1ecc6299db9ec823\winit-0.24.0\src\platform_impl\windows\event_loop\runner.rs:341 34: winit::platform_impl::platform::event_loop:🏃:EventLoopRunner<tuple<>>::main_events_cleared<tuple<>> at C:\Users\tehpe\.cargo\registry\src\github.com-1ecc6299db9ec823\winit-0.24.0\src\platform_impl\windows\event_loop\runner.rs:227 35: winit::platform_impl::platform::event_loop::flush_paint_messages<tuple<>> at C:\Users\tehpe\.cargo\registry\src\github.com-1ecc6299db9ec823\winit-0.24.0\src\platform_impl\windows\event_loop.rs:676 36: winit::platform_impl::platform::event_loop::thread_event_target_callback::{{closure}}<tuple<>> at C:\Users\tehpe\.cargo\registry\src\github.com-1ecc6299db9ec823\winit-0.24.0\src\platform_impl\windows\event_loop.rs:1967 37: std::panic::{{impl}}::call_once<isize,closure-0> at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\std\src\panic.rs:344 38: std::panicking::try::do_call<std::panic::AssertUnwindSafe<closure-0>,isize> at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\std\src\panicking.rs:379 39: hashbrown::set::HashSet<mut winapi::shared::windef::HWND__*, std::collections:#️⃣:map::RandomState, alloc::alloc::Global>::iter<mut winapi::shared::windef::HWND__*,std::collections:#️⃣:map::RandomState,alloc::alloc::Global> 40: std::panicking::try<isize,std::panic::AssertUnwindSafe<closure-0>> at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\std\src\panicking.rs:343 41: std::panic::catch_unwind<std::panic::AssertUnwindSafe<closure-0>,isize> at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\std\src\panic.rs:431 42: winit::platform_impl::platform::event_loop:🏃:EventLoopRunner<tuple<>>::catch_unwind<tuple<>,isize,closure-0> at C:\Users\tehpe\.cargo\registry\src\github.com-1ecc6299db9ec823\winit-0.24.0\src\platform_impl\windows\event_loop\runner.rs:152 43: winit::platform_impl::platform::event_loop::thread_event_target_callback<tuple<>> at C:\Users\tehpe\.cargo\registry\src\github.com-1ecc6299db9ec823\winit-0.24.0\src\platform_impl\windows\event_loop.rs:2151 44: DefSubclassProc 45: DefSubclassProc 46: CallWindowProcW 47: DispatchMessageW 48: SendMessageTimeoutW 49: KiUserCallbackDispatcher 50: NtUserDispatchMessage 51: DispatchMessageW 52: winit::platform_impl::platform::event_loop::EventLoop<tuple<>>::run_return<tuple<>,closure-1> at C:\Users\tehpe\.cargo\registry\src\github.com-1ecc6299db9ec823\winit-0.24.0\src\platform_impl\windows\event_loop.rs:218 53: winit::platform_impl::platform::event_loop::EventLoop<tuple<>>::run<tuple<>,closure-1> at C:\Users\tehpe\.cargo\registry\src\github.com-1ecc6299db9ec823\winit-0.24.0\src\platform_impl\windows\event_loop.rs:188 54: winit::event_loop::EventLoop<tuple<>>::run<tuple<>,closure-1> at C:\Users\tehpe\.cargo\registry\src\github.com-1ecc6299db9ec823\winit-0.24.0\src\event_loop.rs:154 55: bevy_winit::run<closure-1> at C:\Dev\Games\bevy\crates\bevy_winit\src\lib.rs:171 56: bevy_winit::winit_runner_with at C:\Dev\Games\bevy\crates\bevy_winit\src\lib.rs:493 57: bevy_winit::winit_runner at C:\Dev\Games\bevy\crates\bevy_winit\src\lib.rs:211 58: core::ops::function::Fn::call<fn(bevy_app::app::App),tuple<bevy_app::app::App>> at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\core\src\ops\function.rs:70 59: alloc::boxed::{{impl}}::call<tuple<bevy_app::app::App>,Fn<tuple<bevy_app::app::App>>,alloc::alloc::Global> at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\alloc\src\boxed.rs:1560 60: bevy_app::app::App::run at C:\Dev\Games\bevy\crates\bevy_app\src\app.rs:68 61: bevy_app::app_builder::AppBuilder::run at C:\Dev\Games\bevy\crates\bevy_app\src\app_builder.rs:54 62: game_main::main at .\crates\game_main\src\main.rs:23 63: core::ops::function::FnOnce::call_once<fn(),tuple<>> at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\core\src\ops\function.rs:227 note: Some details are omitted, run with `RUST_BACKTRACE=full` for a verbose backtrace. Apr 27 21:51:01.026 ERROR gpu_descriptor::allocator: `DescriptorAllocator` is dropped while some descriptor sets were not deallocated error: process didn't exit successfully: `target/cargo\debug\game_main.exe` (exit code: 0xc000041d) ``` |
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CHANGELOG.md | ||
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LICENSE | ||
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.
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.
- Roadmap: The Bevy team's development plan.
- Introducing Bevy: A blog post covering some of Bevy's 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.
- Community-Made Learning Resources: 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 and How to Contribute
- Discord: Bevy's official discord server.
- Reddit: Bevy's official subreddit.
- Stack Overflow: Questions tagged Bevy on Stack Overflow.
- Awesome Bevy: A collection of awesome Bevy projects.
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.