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Alexander Sepity d51130d4ab Many-to-many system labels (#1576)
* Systems can now have more than one label attached to them.
* System labels no longer have to be unique in the stage.

Code like this is now possible:
```rust
SystemStage::parallel()
    .with_system(system_0.system().label("group one").label("first"))
    .with_system(system_1.system().label("group one").after("first"))
    .with_system(system_2.system().after("group one"))
```

I've opted to use only the system name in ambiguity reporting, which previously was only a fallback; this, obviously, is because labels aren't one-to-one with systems anymore. We could allow users to name systems to improve this; we'll then have to think about whether or not we want to allow using the name as a label (this would, effectively, introduce implicit labelling, not all implications of which are clear to me yet wrt many-to-many labels).

Dependency cycle errors are reported using the system names and only the labels that form the cycle, with each system-system "edge" in the cycle represented as one or several labels.

Slightly unrelated: `.before()` and `.after()` with a label not attached to any system no longer crashes, and logs a warning instead. This is necessary to, for example, allow plugins to specify execution order with systems of potentially missing other plugins.
2021-03-09 23:08:34 +00:00
.cargo Xtask CI (#1387) 2021-02-22 08:42:19 +00:00
.github Bump github/super-linter from v3.15.1 to v3.15.2 (#1596) 2021-03-08 20:27:44 +00:00
assets Cleanup of Markdown Files and add CI Checking (#1463) 2021-02-22 04:50:05 +00:00
benches Bevy ECS V2 (#1525) 2021-03-05 07:54:35 +00:00
crates Many-to-many system labels (#1576) 2021-03-09 23:08:34 +00:00
docs Add mesa-vulkan-drivers to Debian install (#1489) 2021-03-07 19:17:25 +00:00
examples Reorder Imports in Examples (#1598) 2021-03-09 01:07:01 +00:00
src Change 'components' to 'bundles' where it makes sense semantically (#1257) 2021-01-18 16:50:36 -08:00
tools Fix typo in Xtask CI (#1526) 2021-03-03 23:36:00 +00:00
.gitignore add .cargo/config.toml to .gitignore 2020-12-12 17:17:35 -08:00
Cargo.toml Wireframe Rendering Pipeline (#562) 2021-03-04 01:23:24 +00:00
CHANGELOG.md Cleanup of Markdown Files and add CI Checking (#1463) 2021-02-22 04:50:05 +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
LICENSE add license 2020-04-24 13:16:04 -07:00
README.md Cleanup of Markdown Files and add CI Checking (#1463) 2021-02-22 04:50:05 +00:00
rustfmt.toml Silence annoying rustfmt config warnings (#1508) 2021-03-07 19:50:17 +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 command:

# 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.