f91def5c4b
Updates the requirements on [wgpu](https://github.com/gfx-rs/wgpu) to permit the latest version. <details> <summary>Changelog</summary> <p><em>Sourced from <a href="https://github.com/gfx-rs/wgpu/blob/master/CHANGELOG.md">wgpu's changelog</a>.</em></p> <blockquote> <h1>Change Log</h1> <h2>v0.9 (2021-06-18)</h2> <ul> <li>Updated: <ul> <li>naga to <code>v0.5</code>.</li> </ul> </li> <li>Added: <ul> <li><code>Features::VERTEX_WRITABLE_STORAGE</code>.</li> <li><code>Features::CLEAR_COMMANDS</code> which allows you to use <code>cmd_buf.clear_texture</code> and <code>cmd_buf.clear_buffer</code>.</li> </ul> </li> <li>Changed: <ul> <li>Updated default storage buffer/image limit to <code>8</code> from <code>4</code>.</li> </ul> </li> <li>Fixed: <ul> <li><code>Buffer::get_mapped_range</code> can now have a range of zero.</li> <li>Fixed output spirv requiring the "kernal" capability.</li> <li>Fixed segfault due to improper drop order.</li> <li>Fixed incorrect dynamic stencil reference for Replace ops.</li> <li>Fixed tracking of temporary resources.</li> <li>Stopped unconditionally adding cubemap flags when the backend doesn't support cubemaps.</li> </ul> </li> <li>Validation: <ul> <li>Ensure that if resources are viewed from the vertex stage, they are read only unless <code>Features::VERTEX_WRITABLE_STORAGE</code> is true.</li> <li>Ensure storage class (i.e. storage vs uniform) is consistent between the shader and the pipeline layout.</li> <li>Error when a color texture is used as a depth/stencil texture.</li> <li>Check that pipeline output formats are logical</li> <li>Added shader label to log messages if validation fails.</li> </ul> </li> <li>Tracing: <ul> <li>Make renderpasses show up in the trace before they are run.</li> </ul> </li> <li>Docs: <ul> <li>Fix typo in <code>PowerPreference::LowPower</code> description.</li> </ul> </li> <li>Player: <ul> <li>Automatically start and stop RenderDoc captures.</li> </ul> </li> <li>Examples: <ul> <li>Handle winit's unconditional exception.</li> </ul> </li> <li>Internal: <ul> <li>Merged wgpu-rs and wgpu back into a single repository.</li> <li>The tracker was split into two different stateful/stateless trackers to reduce overhead.</li> <li>Added code coverage testing</li> <li>CI can now test on lavapipe</li> <li>Add missing extern "C" in wgpu-core on <code>wgpu_render_pass_execute_bundles</code></li> <li>Fix incorrect function name <code>wgpu_render_pass_bundle_indexed_indirect</code> to <code>wgpu_render_bundle_draw_indexed_indirect</code>.</li> </ul> </li> </ul> <h2>wgpu-types-0.8.1 (2021-06-08)</h2> <ul> <li>fix dynamic stencil reference for Replace ops</li> </ul> <h2>v0.8.1 (2021-05-06)</h2> <ul> <li>fix SPIR-V generation from WGSL, which was broken due to "Kernel" capability</li> <li>validate buffer storage classes</li> </ul> <h2>Unreleased</h2> <ul> <li>Added support for storage texture arrays for Vulkan and Metal.</li> </ul> <h2>v0.8 (2021-04-29)</h2> <!-- raw HTML omitted --> </blockquote> <p>... (truncated)</p> </details> <details> <summary>Commits</summary> <ul> <li>See full diff in <a href="https://github.com/gfx-rs/wgpu/commits">compare view</a></li> </ul> </details> <br /> Dependabot will resolve any conflicts with this PR as long as you don't alter it yourself. You can also trigger a rebase manually by commenting `@dependabot rebase`. [//]: # (dependabot-automerge-start) [//]: # (dependabot-automerge-end) --- <details> <summary>Dependabot commands and options</summary> <br /> You can trigger Dependabot actions by commenting on this PR: - `@dependabot rebase` will rebase this PR - `@dependabot recreate` will recreate this PR, overwriting any edits that have been made to it - `@dependabot merge` will merge this PR after your CI passes on it - `@dependabot squash and merge` will squash and merge this PR after your CI passes on it - `@dependabot cancel merge` will cancel a previously requested merge and block automerging - `@dependabot reopen` will reopen this PR if it is closed - `@dependabot close` will close this PR and stop Dependabot recreating it. You can achieve the same result by closing it manually - `@dependabot ignore this major version` will close this PR and stop Dependabot creating any more for this major version (unless you reopen the PR or upgrade to it yourself) - `@dependabot ignore this minor version` will close this PR and stop Dependabot creating any more for this minor version (unless you reopen the PR or upgrade to it yourself) - `@dependabot ignore this dependency` will close this PR and stop Dependabot creating any more for this dependency (unless you reopen the PR or upgrade to it yourself) </details> |
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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.