Animation in Bevy: The Big Picture(glocq.com) |
Animation in Bevy: The Big Picture(glocq.com) |
A bit off topic but their handling of async IO tasks is awful. The engine polls them for you but you also need to poll them yourself in a separate system, because you can't access a `Commands` instance from inside the future without blocking the main thread and there is no way to pass a callback that runs when it's finished. That's not a problem most games will see but for anyone loading content from a server (like patch notes or server lists) or using Bevy as a UI library it can add up.
"The Feathers widgets have migrated to BSN, Bevy's next-generation scene system. BSN is a better foundation for widgets than the old spawn-function approach: it reduces boilerplate, lets you compose widgets together, parameterize widgets with SceneComponent props, reference font/image assets, and register observers in the same declaration."
This one is great for filling in some of the gaps in official docs.
That's something most game frameworks don't provide as a first class, gameplay oriented systems
In my most recent experimental game I’d like to be able to just assign BiPed / QuadPed to the asset mesh + rig and let the engine handle the rest. Ideally, allowing me to build custom animations for attacks (or even custom movement animation like a limp) and have those blend into each other and also blend into / outof the default movement animations.
Inspired by https://youtu.be/FM8yNkWad1w?is=XV3FmLG4IPvTWknh
I wasn't happy with Opus's grasp of Bevy. Opus and Fable are both great at Rust, but the results in Bevy have been historically middling. (But so was ThreeJS at the time.)
Does anyone know how Astra fares? I see all of these incredible Blender and ThreeJS results, but I'd love to work in Rust and Bevy. But if the model can't emit it, then there's nothing that can be done.
The one other downfall of this might be the fact that the compile times make iteration difficult.
Any anecdotes?