Dynamic and contextual input mappings for Bevy. Contribute to projectharmonia/bevy_enhanced_input development by creating an account on GitHub.
It's a crate for dynamic and contextual input mappings for Bevy, inspired by Unreal Engine Enhanced Input.
I really like the UE approach and decided to bring it to Bevy.
Despite being the first release, it's packed with features:
Map inputs from various sources (keyboard, gamepad, etc.) to gameplay actions like Jump, Move, or Attack.
Assign actions to different contexts like OnFoot or InCar, which are regular components.
Activate or deactivate contexts by simply adding or removing components.
Control how actions accumulate input from sources and consume it.
Layer multiple contexts on a single entity, controlled by priority.
Apply modifiers to inputs, such as dead zones, inversion, scaling, etc., or create custom modifiers by implementing a trait.
Assign conditions for how and when an action is triggered, like "hold", "tap", "chord", etc. You can also create custom conditions, such as "on the ground".
React on actions with observers.
I've implemented everything from UE and even added some extras. The crate also has ~90% test coverage.
I'm working on a life simulation game with the working title Project Harmonia and would like to share my progress.
I migrated navigation from oxidized_navigation to vleue_navigator.
It uses the novel Polyanya algorithm instead of the classical A*.
I faced a few issues during the migration, but the author helped me resolve them all.
He even dumped the navmesh of the house I built in the game and created a test named after the project 😅
I also implemented skipping points that the agent has projected past to prevent jitter when multiple points are close to each other.
I working on a life simulation game with a working title Project Harmonia.
I’ve finally added the ability to edit and remove previously spawned walls, along with an undo/redo system.
Implementing the undo/redo was a bit challenging. If a command spawns or despawns an entity, it needs to be tracked to update the history with the correct ID. Additionally, since the game is networked, I had to introduce the concept of pending history commands. These commands are only added to the history after server confirmation.
It’s a crate for server-authoritative networking. We use it for Project Harmonia, but it's general-purpose.
Some highlights:
Added the ability to defer replication, which is useful for exchanging messages or downloading assets required by the server before replication starts.
If there is any spawning, despawning, removal, or insertion, client events wait for replication. However, with this release, it can be disabled per event.
Fixed entity mapping when a client event is buffering.
I working on a life simulation game with a working title Project Harmonia.
Added initial editor for roads, reusing some logic from the walls implementation.
Currently, I'm using segments for road creation, but I plan to add Bezier curves to allow for curved walls and roads. Maybe I should use Bezier curves even for straight lines 🤔
I also need to use a texture without road markings for connection islands and implement rounding for turns.
I wanted to make a game, specifically an isometric 2.5D RPG game, nothing that fancy.
So I decided to write it in Rust because I... like Enums, or something, and I had already finished the concurrency chapter, so I should be able to hang on.
Bevy seemed like the most complete engine out there, if overkill for my use case, but it's presumably so modular I could de-bloat it adequately, But...
Someone I know has a laptop; it is old.
It is not super old, a Toshiba Portege R700 with a locked BIOS which took me 3 days to trick its Windows 10 boot loader into booting Debian, and accidentally, yet irresponsibly, broke Windows and installed Grub.
There is no reason the thing shouldn't be able to run my hypothetical game. I've personally seen it LANning Sven Co-Op (Half-Life Co-Op) not long ago; the beast could maintain 60FPS for a solid few minutes, before overheating and dropping to 5, but it should hold on better now that I installed GNU/Linux.
So I, just to make sure, ran the command that exposes the OpenGL version used by Mesa, and... Open GL (ES?) 1.5? I surely, need a plan.
I noticed this issue with many indies. Many would-run-on-a-2005-thinkpad games sacrifice this untapped market for features they never use, or worse, go against the artistic vision.
So, since Bevy is modular, can I, a humble would-be-intern, write a rendering backend for the 2003 specification, but not before learning what a rendering backend is?
Or can I, a seasoned searcher, find a premade solution solution for Bevy or any other Rust engine, made to use the 2003 spec, or even the 1992 1.0 spec?
Or would it be worthwhile, to construct an engine of mine?
Edit: Or can I, a man of determination, write an FFI for an existing C solution?
Changed
Update to Bevy 0.14.0-rc.4.
Move bevy_replicon_renet to a dedicated repository.
ServerEventsPlugin and ClientEventsPlugin can be disabled on client-only and server-only apps respectively.
...
It’s a crate for server-authoritative networking.
This release adds support for Bevy 0.14.0 and includes features from the previous RC. I like Bevy's new release candidate process a lot!
But it will take some time for the messaging backends to update. The bevy_replicion_renet that I maintain needs the renet crate to be updated to Bevy 0.14 first.
Server-authoritative networking crate for the Bevy game engine. - projectharmonia/bevy_replicon
It’s a crate for server-authoritative networking.
We usually don't make breaking changes when a Bevy release is around the corner, but decided to make a small exception for this one :)
This release adds support for Bevy 0.14.0-rc.4 and splits the crate functionality by features. For example, for headless server you can disable client feature.
By default all features, except diagnostics are enabled, so you have the same set of plugins as before. But most plugin authors will need to add default-features = false.
Bevy is a refreshingly simple data-driven game engine built in Rust. It is free and open-source forever!
For me, it's just ECS nature and Schedule that optimizes everything for you.
It's near native C / Assembly with safe garbage collection, so everything complex like some simulations should be more doable. I play Tunnet with no stuttering on my Linux machine in 4K and 144Hz!
I don't know if it's the best place to ask this, but I've been having issues with trying to make minesweeper with bevy.
I tried making a function that would give the number of mines around the tile that was clicked if it wasn't a mine. Then, I wanted to make it so that when the number of mines around the clicked tiles is 0, it reveals the surrounding tiles. Finally, I tried making the function recursive by rerunning it on the empty surrounding tiles.
The issue is that it seems that certain tiles with no mines surrounding them don't reveal the surrounding tiles.
Here's the portion of the code I am talking about (I know it's pretty bad):
let board = query_board.single_mut();
let mut num_mine: u8 = 0;
let mut y: u8 = 0;
let mut copy_x: usize = 0;
let mut tile_read:bool = false;
let mut copy_num_mine:u8 = 0;
for tile in set.p0().read(){
for (row_index, vector) in board.tiles.iter().enumerate(){
if let Some(x) = vector.iter().position(|&x|x == tile.0) {
copy_x = x;
y = row_index as u8;
for i in 0..8{
if x as i8 + dx[i] >= 0 && x as i8 + dx[i] < board.width as i8 && y as i8 + dy[i] >= 0 && y as i8 +dy[i] < board.height as i8{
if let Ok((_mine,mut tile)) = query_mine.get_mut(board.tiles[(y as i8 + dy[i]) as usize][(x as i8+ dx[i]) as usize]){
num_mine += 1;
tile.hidden = false;
}
}
}
break;
}
}
if copy_num_mine == 0 && tile_read{
tile_read = false;
for i in 0..8{
if copy_x as i8 + dx[i] >= 0 && copy_x as i8 + dx[i] < board.width as i8 && y as i8 + dy[i] >= 0 && y as i8 +dy[i] < board.height as i8{
if let Ok((_mine, mut tile)) = query_mine.get(board.tiles[(y as i8 + dy[i]) as usize][(copy_x as i8 + dx[i]) as usize]){
continue;
}else{
println!("{:?}", (y as i8 + dy[i], copy_x as i8 + dx[i]));
set.p1().send(TileEntity(board.tiles[(y as i8 + dy[i]) as usize][(copy_x as i8 + dx[i]) as usize]));
}
}
}
}
}
```
Bevy has started drafting release candidates to let users test them before the actual release. And I think it's awesome!
This release adds support for Bevy 0.14.0-rc.2. There are no functional changes.
We haven't released bevy_replicon_renet because we need to wait for bevy_renet. However, other crates, including other messaging backends, won't be blocked.
You can find it on crates.io or on GitHub. Notice that as it's a release candidate, you have to specify the version for it to be selected, it's not automatic.
Please test it on all the strange use cases you have, update the plugins you maintain, and get ready for an exceptional release! The migration guide is still being worked on, but the draft can already prove useful.
For the next two weeks, we'll cherrypick back to the release branch merged PRs from the 0.14 milestone, so that they will be in the 0.14 release. While we will avoid breaking changes, it's still a possiblity one will be merged if there's a big enough issue.
Bought the device a few days ago and wanted to share the experience of running a Bevy game on it. I developing an open source life simulation game called Project Harmonia. The game is at the prototype stage: you can build walls, place objects and move around, but no no actual gameplay loop.
Bevy engine supports it natively since it's just a regular x86 with GNU/Linux. So nothing special was needed! I compiled the game via Cargo and it works.
The game runs great. I get stable 90 FPS (90Hz is the refresh rate of the device) consuming only 13.1 W. The UI is a little big and controls aren't adapted well for gamepads, but I will fix it later.
The console itself is also a nice machine for development. Next I will write about the setup I use.
As you may know, it runs SteamOS with KDE and based on ArchLinux.
Packages mostly mirror official ArchLinux repositories, but there are some additions and everything is compiled by Valve.
So you can even install SuperTuxKart or GNOME 😃
Another difference from vanilla ArchLinux is immutable file system. You can make it writable via a single command in terminal, but each update wipes all changes made to the system. Home directory remains untouched.
Because of the immutable filesystem, I decided to try Flatpak. It installs packages into the user's home directory. Therefore, such apps won't be removed after an update.
But I faced some limitations due to containerization. For example, the Firefox extension for KeePassXC does not work because apps can't interact with each other.
And it's not suited for installing stuff like compilers or libraries. So I decided to explore other options.
Next, I tried to create a script that I planned to run after each update. It installs all the packages I need through the system package manager.
But packages on SteamOS are older then in Archlinux. For example, Neovim on SteamOS is 0.9, but on ArchLinux it's 0.10, so I had to downgrade my configuration. And it causes incompatibilities with AUR. For example, I couldn't install Crow Translate because of it.
Another problem with such script is that Valve nuked /usr/include directory to free space. All packages are present, but the folder is missing. It makes sense for a gaming device, but I need it to compile packages from AUR.
It can be solved by reinstalling all packages that put files into /usr/include. But it causes another problem 😃 Allocated space for / is limited and you quickly run out of space after restoring headers and installing a couple of packages.
Then I decided to try Distrobox. It creates containers that tightly integrated with the host system. It even comes pre-installed on the Steam Deck.
And I like it a lot! It is very easy to use and combines the advantages of both approaches. All packages will persist across updates and I have access to all packages that I have on my regular PC. Graphical apps look native and can interact with each other.
The game on photos was compiled on the Steam Deck 🥰
In this release, we have completely reworked the events. We now use an optimization similar to what Bevy does for processing event updates.
The public API for events has not changed, except that custom systems have been replaced with simple serialization and deserialization functions. It’s faster and more convenient.
In addition, all network event registration functions can be used on regular events, automatically making them network events.
We worked closely with the author of bevy_bundlication on this release to provide better abstractions for third party plugins on top of replicon. Here are some highlights:
Previously, users registered a component for replication and it was replicated if its entity was marked for replication. But this approach is quite limited.
Now users can define replication rules similar to queries:
rust app.replicate_group::<(Transform, Player)>() // `Transform` and `Player` components will be replicated only if both present on an entity.
And it's possible to specialize ser/de for such groups. For example, replicate Transform in one way for players and in another way for static objects.
Groups with more components take priority by default (but it's configurable). So it's also possible to have app.replicate::<Transform>(), but if Player component is present, (Transform, Player) will take precedence.
In the next release we planning to support With and Without to let define something like this: app.replicate_group::<(A, B), Without<C>>().
Also check out 📦bevy_bundlication which is now an abstraction over replicon that provides a bundle-like API for defining replication groups.
Custom replication functions was also heavily reworked:
Public API no longer requires any unsafe.
Deserialization and writing now defined separately. This allows rollback crates to define their logic without touching user-defined ser/de functions.
Writing now based on markers for more flexibility.
Users can customize deserialization in-place.
The author of bevy_bundlication also developing input queue and rollback plugins, but they require an API for disabling entities from Bevy. If you are interested in this or have other suggestions how to achieve it, feel free to comment on this issue.
Working on a life simulator game with a working title Project Harmonia. Just added vintage counter that my wife made to the game. I think it looks quite nice in Bevy.
The same model in Blender: https://toot.garden/@YaraGardaria/112322312099954470
Introducing renet2, a fork of the networking library renet that implements the game-oriented netcode standard.
Highlights:
\- Allow netcode servers to manage multiple data sources at once (e.g. UDP sockets and a WebTransport server).
\- Add built-in in-memory sockets and WebTransport sockets. You can now run a netcode server with native AND browser clients, with the same exact authentication workflow for all clients (using ConnectTokens).
We've long wanted a Bevy playground, just like the official Rust one, where you can type in code in the browser and quickly mess around with Bevy. Now, thanks to Liam, you can experience this for yourself!