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BD103 fa179ba475
Use spawn_batch in many_lights example (#11979)
# Objective

- The `many_lights` example uses a for-loop around `commands.spawn`.
- It is generally recommended to use `spawn_batch` instead to lazily
spawn entities, because it doesn't massively grow the command queue.

## Solution

- Use `spawn_batch` in `many_lights` example.

---

## Discussion

- `thread_rng` is called for each light spawned. This is a simple
thread-local `Rc` clone, so it should compile down to a copy and an
increment + decrement instruction.
- I created `golden_ration` outside of the closure and `move`d it in.
This should just be a copy and hopefully will get const-evaluated away.
Would it be better to just move it into the closure itself?

## Performance

Using `spawn_batch` seems to decrease time-to-first-`Update` by 0.1s:
1.3s to 1.2s.

<details>
  <summary>Raw data and how it was collected.</summary>

Before:

- 2024-02-19T15:18:57.650987Z to 2024-02-19T15:18:58.912244Z : 1.3
- 2024-02-19T15:19:25.277135Z to 2024-02-19T15:19:26.542092Z : 1.3
- 2024-02-19T15:19:46.841460Z to 2024-02-19T15:19:48.137560Z : 1.3

After:

- 2024-02-19T15:17:05.749521Z to 2024-02-19T15:17:06.993221Z : 1.2
- 2024-02-19T15:17:38.153049Z to 2024-02-19T15:17:39.393760Z : 1.2
- 2024-02-19T15:18:10.691562Z to 2024-02-19T15:18:11.891430Z : 1.2

To time performance, I tracked the time from the first `Startup` logged
message to the first `Update` logged message.

```shell
$ cargo run --release --example many_lights
Compiling bevy v0.13.0 (/Users/bdeep/dev/bevy/bevy)
    Finished release [optimized] target(s) in 1.54s
     Running `target/release/examples/many_lights`
# THIS TIME
2024-02-19T15:30:13.429609Z  INFO bevy_render::renderer: AdapterInfo { name: "Apple M1", vendor: 0, device: 0, device_type: IntegratedGpu, driver: "", driver_info: "", backend: Metal }
2024-02-19T15:30:13.566856Z  INFO bevy_winit::system: Creating new window "many_lights" (0v1)
2024-02-19T15:30:13.592371Z  WARN many_lights: This is a stress test used to push Bevy to its limit and debug performance issues. It is not representative of an actual game. It must be run in release mode using --release or it will be very slow.
2024-02-19T15:30:13.592572Z  INFO bevy_diagnostic::system_information_diagnostics_plugin::internal: SystemInfo { os: "MacOS 14.2.1 ", kernel: "23.2.0", cpu: "Apple M1", core_count: "8", memory: "16.0 GiB" }
# TO THIS TIME
2024-02-19T15:30:15.429900Z  INFO many_lights: Lights: 100000
2024-02-19T15:30:15.430139Z  INFO bevy diagnostic: fps        :    0.982693   (avg 43.026557)
2024-02-19T15:30:15.430157Z  INFO bevy diagnostic: frame_time : 1017.611750ms (avg 149.456476ms)
2024-02-19T15:30:15.430165Z  INFO bevy diagnostic: frame_count:   12.000000   (avg 6.000000)
```

</details>
2024-02-26 16:02:27 +00:00
.cargo Use -Z threads=0 option in config_fast_builds.toml (#11541) 2024-01-29 23:13:22 +00:00
.github Check cfg during CI and fix feature typos (#12103) 2024-02-25 15:19:27 +00:00
assets UI Texture 9 slice (#11600) 2024-02-07 20:07:53 +00:00
benches Remove APIs deprecated in 0.13 (#11974) 2024-02-19 19:04:47 +00:00
crates Add random shader utils, fix cluster_debug_visualization (#11956) 2024-02-26 15:59:44 +00:00
docs Add a release step, add links to the github release note (#12041) 2024-02-23 18:36:07 +00:00
docs-template Fixed iOS documentation typo for xcrun command (#12112) 2024-02-26 04:59:19 +00:00
errors Rename bevy_render::Color to LegacyColor (#12069) 2024-02-24 21:35:32 +00:00
examples Use spawn_batch in many_lights example (#11979) 2024-02-26 16:02:27 +00:00
src Replace references to old book with quick start guide (#11983) 2024-02-19 20:25:35 +00:00
tests Rename bevy_render::Color to LegacyColor (#12069) 2024-02-24 21:35:32 +00:00
tools Check cfg during CI and fix feature typos (#12103) 2024-02-25 15:19:27 +00:00
.gitattributes Enforce linux-style line endings for .rs and .toml (#3197) 2021-11-26 21:05:35 +00:00
.gitignore Ignore screenshots generated by screenshot example (#11797) 2024-02-09 20:13:28 +00:00
Cargo.toml Bump Version after Release (#12020) 2024-02-21 20:58:59 +00:00
CHANGELOG.md 0.13 changelog (#11918) 2024-02-17 07:22:02 +00:00
clippy.toml Use clippy::doc_markdown more. (#10286) 2023-10-27 22:49:02 +00:00
CODE_OF_CONDUCT.md Update CODE_OF_CONDUCT.md 2020-08-19 20:25:58 +01:00
CONTRIBUTING.md CONTRIBUTING.md: Mention splitting complex PRs (#11703) 2024-02-05 05:01:35 +00:00
CREDITS.md UI Texture 9 slice (#11600) 2024-02-07 20:07:53 +00:00
deny.toml Standardize toml format with taplo (#10594) 2023-11-21 01:04:14 +00:00
LICENSE-APACHE Let the project page support GitHub's new ability to display open source licenses (#4966) 2022-06-08 17:55:57 +00:00
LICENSE-MIT Let the project page support GitHub's new ability to display open source licenses (#4966) 2022-06-08 17:55:57 +00:00
README.md Replace references to old book with quick start guide (#11983) 2024-02-19 20:25:35 +00:00
rustfmt.toml Cargo fmt with unstable features (#1903) 2021-04-21 23:19:34 +00:00

Bevy

License Crates.io Downloads Docs 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 early stages of development. Important features are missing. Documentation is sparse. A new version of Bevy containing breaking changes to the API is released approximately once every 3 months. We provide migration guides, but we can't guarantee migrations will always be easy. Use only if you are willing to work in this environment.

MSRV: Bevy relies heavily on improvements in the Rust language and compiler. As a result, the Minimum Supported Rust Version (MSRV) is generally close to "the latest stable release" of Rust.

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.
  • News: A development blog that covers our progress, plans and shiny new features.

Docs

Community

Before contributing or participating in discussions with the community, you should familiarize yourself with our Code of Conduct.

  • Discord: Bevy's official discord server.
  • Reddit: Bevy's official subreddit.
  • GitHub Discussions: The best place for questions about Bevy, answered right here!
  • Bevy Assets: A collection of awesome Bevy projects, tools, plugins and learning materials.

Contributing

If you'd like to help build Bevy, check out the Contributor's Guide. For simple problems, feel free to open an issue or PR and tackle it yourself!

For more complex architecture decisions and experimental mad science, please open an RFC (Request For Comments) so we can brainstorm together effectively!

Getting Started

We recommend checking out the Quick Start Guide for a brief introduction.

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

To draw a window with standard functionality enabled, use:

use bevy::prelude::*;

fn main(){
  App::new()
    .add_plugins(DefaultPlugins)
    .run();
}

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.

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.

Thanks

Bevy is the result of the hard work of many people. A huge thanks to all Bevy contributors, the many open source projects that have come before us, the Rust gamedev ecosystem, and the many libraries we build on.

A huge thanks to Bevy's generous sponsors. Bevy will always be free and open source, but it isn't free to make. Please consider sponsoring our work if you like what we're building.

This project is tested with BrowserStack.

License

Bevy is free, open source and permissively licensed! Except where noted (below and/or in individual files), all code in this repository is dual-licensed under either:

at your option. This means you can select the license you prefer! This dual-licensing approach is the de-facto standard in the Rust ecosystem and there are very good reasons to include both.

Some of the engine's code carries additional copyright notices and license terms due to their external origins. These are generally BSD-like, but exact details vary by crate: If the README of a crate contains a 'License' header (or similar), the additional copyright notices and license terms applicable to that crate will be listed. The above licensing requirement still applies to contributions to those crates, and sections of those crates will carry those license terms. The license field of each crate will also reflect this. For example, bevy_mikktspace has code under the Zlib license (as well as a copyright notice when choosing the MIT license).

The assets included in this repository (for our examples) typically fall under different open licenses. These will not be included in your game (unless copied in by you), and they are not distributed in the published bevy crates. See CREDITS.md for the details of the licenses of those files.

Your contributions

Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.