Bevy's examples (features) (game engine) | Игровой движок Беви и его достоинства

Описание к видео Bevy's examples (features) (game engine) | Игровой движок Беви и его достоинства

#bevy #gamedev #bevygameengine #rust
0:39 parallax feature (really great)
0:53 ambient occlusion
1:32 feature similar to 'SUPERHOT' game
1:53 camera to texture feature ('Half-life 2' display)
2:10 simple performance tests ('Diplomacy is Not an Option' feature)

Bevy is very young but really great game engine based on Rust.

Bevy has the following 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

https://bevyengine.org/

Игровой движок "Беви" появился недавно, но имеет чрезвычайно интересную архитектуру и подаёт огромные надежды! Он написан на языке "Раст". Так что, вероятно, будет иметь один из лучших показателей производительности и быстродействия из всех игровых движков! Здесь очень высокое качество графики, но пока что отсутствует интерфейс пользователя и работать приходится через VScode.

cargo run --example hello_world

Available example targets:
hello_world
bloom_2d
move_sprite
2d_viewport_to_world
rotation
mesh2d
mesh2d_manual
mesh2d_vertex_color_texture
2d_shapes
custom_gltf_vertex_attribute
2d_gizmos
sprite
sprite_flipping
sprite_sheet
text2d
texture_atlas
transparency_2d
pixel_perfect
3d_scene
3d_shapes
3d_viewport_to_world
generate_custom_mesh
anti_aliasing
3d_gizmos
atmospheric_fog
fog
blend_modes
lighting
lines
ssao
spotlight
bloom_3d
deferred_rendering
load_gltf
tonemapping
orthographic
parenting
pbr
parallax_mapping
render_to_texture
shadow_biases
shadow_caster_receiver
skybox
spherical_area_lights
split_screen
texture
transparency_3d
transmission
two_passes
update_gltf_scene
vertex_colors
wireframe
no_prepass
animated_fox
morph_targets
animated_transform
cubic_curve
custom_skinned_mesh
gltf_skinned_mesh
custom_loop
drag_and_drop
empty
empty_defaults
headless
logs
plugin
plugin_group
return_after_run
thread_pool_resources
no_renderer
without_winit
asset_loading
custom_asset
custom_asset_reader
hot_asset_reloading
asset_processing
async_compute
external_source_external_thread
audio
audio_control
decodable
spatial_audio_2d
spatial_audio_3d
pitch
log_diagnostics
custom_diagnostic
ecs_guide
apply_deferred
component_change_detection
custom_query_param
event
fixed_timestep
generic_system
hierarchy
iter_combinations
one_shot_systems
parallel_query
removal_detection
run_conditions
startup_system
state
system_piping
system_closure
system_param
time
virtual_time
timers
alien_cake_addict
breakout
contributors
game_menu
char_input_events
gamepad_input
gamepad_input_events
gamepad_rumble
keyboard_input
keyboard_modifiers
keyboard_input_events
mouse_input
mouse_input_events
mouse_grab
touch_input
touch_input_events
text_input
reflection
generic_reflection
reflection_types
trait_reflection
scene
custom_vertex_attribute
post_processing
shader_defs
shader_material
extended_material
shader_prepass
shader_material_screenspace_texture
shader_material_glsl
shader_instancing
animate_shader
compute_shader_game_of_life
array_texture
texture_binding_array
bevymark
many_animated_sprites
many_buttons
many_cubes
many_gizmos
many_foxes
many_glyphs
many_lights
many_sprites
transform_hierarchy
text_pipeline
scene_viewer
gamepad_viewer
nondeterministic_system_order
3d_rotation
scale
transform
translation
borders
button
display_and_visibility
window_fallthrough
font_atlas_debug
overflow
overflow_debug
relative_cursor_position
size_constraints
text
text_debug
flex_layout
text_wrap_debug
grid
transparency_ui
z_index
ui
ui_scaling
ui_texture_atlas
viewport_debug
clear_color
low_power
multiple_windows
scale_factor_override
screenshot
transparent_window
window_settings
resizing
minimising
window_resizing
fallback_image
ui_material

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