#bevy — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #bevy, aggregated by home.social.
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Aaand sure enough the thing that once seemed impossible to understand now seems pretty simple. I'm not totally there yet, but I have an approximate mental model.
Basically, to play an animation (for a 3D model) in #bevy, you need 1/ an animation graph 2/ an animation player.
The animation graph basically contains the animation data itself — except it may store the data for several animations and allow to combine them with one another, hence the relatively complex data structure.
The animation player is attached to your 3D model, it's how you can tell the engine that the animation applies to it. It is spawned as (a component of) a descendant of the entity attached to your 3D model.
Much of the complexity of the examples came from trying to extract the animation and model data from the .glb into a graph and a player.
(Feel free to correct or supplement this! I'm still in the process of understanding this :) )
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Aaand sure enough the thing that once seemed impossible to understand now seems pretty simple. I'm not totally there yet, but I have an approximate mental model.
Basically, to play an animation (for a 3D model) in #bevy, you need 1/ an animation graph 2/ an animation player.
The animation graph basically contains the animation data itself — except it may store the data for several animations and allow to combine them with one another, hence the relatively complex data structure.
The animation player is attached to your 3D model, it's how you can tell the engine that the animation applies to it. It is spawned as (a component of) a descendant of the entity attached to your 3D model.
Much of the complexity of the examples came from trying to extract the animation and model data from the .glb into a graph and a player.
(Feel free to correct or supplement this! I'm still in the process of understanding this :) )
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Aaand sure enough the thing that once seemed impossible to understand now seems pretty simple. I'm not totally there yet, but I have an approximate mental model.
Basically, to play an animation (for a 3D model) in #bevy, you need 1/ an animation graph 2/ an animation player.
The animation graph basically contains the animation data itself — except it may store the data for several animations and allow to combine them with one another, hence the relatively complex data structure.
The animation player is attached to your 3D model, it's how you can tell the engine that the animation applies to it. It is spawned as (a component of) a descendant of the entity attached to your 3D model.
Much of the complexity of the examples came from trying to extract the animation and model data from the .glb into a graph and a player.
(Feel free to correct or supplement this! I'm still in the process of understanding this :) )
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Working on a new menu using the new bevy_feathers...
There are some big changes coming soon 😉
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Working on a new menu using the new bevy_feathers...
There are some big changes coming soon 😉
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Working on a new menu using the new bevy_feathers...
There are some big changes coming soon 😉
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Working on a new menu using the new bevy_feathers...
There are some big changes coming soon 😉
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Working on a new menu using the new bevy_feathers...
There are some big changes coming soon 😉
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What is "AI Sobriety"?
Sober Spaces are places where people who have a history with a substance, or are otherwise negatively affected by its ambient presence in society, can spend time knowing they're in a safe and constructive environment for them.
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What is "AI Sobriety"?
Sober Spaces are places where people who have a history with a substance, or are otherwise negatively affected by its ambient presence in society, can spend time knowing they're in a safe and constructive environment for them.
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What is "AI Sobriety"?
Sober Spaces are places where people who have a history with a substance, or are otherwise negatively affected by its ambient presence in society, can spend time knowing they're in a safe and constructive environment for them.
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What is "AI Sobriety"?
Sober Spaces are places where people who have a history with a substance, or are otherwise negatively affected by its ambient presence in society, can spend time knowing they're in a safe and constructive environment for them.
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What is "AI Sobriety"?
Sober Spaces are places where people who have a history with a substance, or are otherwise negatively affected by its ambient presence in society, can spend time knowing they're in a safe and constructive environment for them.
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Last week I opened up "Creative Bevians," an "AI-Sober" space for Bevy community members to work on the engine, their projects, their ecosystem crates, and their related artistic practices.
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Last week I opened up "Creative Bevians," an "AI-Sober" space for Bevy community members to work on the engine, their projects, their ecosystem crates, and their related artistic practices.
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Last week I opened up "Creative Bevians," an "AI-Sober" space for Bevy community members to work on the engine, their projects, their ecosystem crates, and their related artistic practices.
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Last week I opened up "Creative Bevians," an "AI-Sober" space for Bevy community members to work on the engine, their projects, their ecosystem crates, and their related artistic practices.
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Last week I opened up "Creative Bevians," an "AI-Sober" space for Bevy community members to work on the engine, their projects, their ecosystem crates, and their related artistic practices.
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Bevy Contributors released #Bevy version 0.19.1. https://bevyengine.org/
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Bevy Contributors released #Bevy version 0.19.1. https://bevyengine.org/
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Bevy Contributors released #Bevy version 0.19.1. https://bevyengine.org/
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Bevy Contributors released #Bevy version 0.19.1. https://bevyengine.org/
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Bevy Contributors released #Bevy version 0.19.1. https://bevyengine.org/
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This Week in Game Engines 38 is here!
https://enginesdatabase.com/blog/this-week-in-game-engines-38/
This week we have 6 years of Bevy ECS, making 2D games using Ruby language, to-policy or not to-policy AI, optimizing Mario Kart builds using Pareto Frontier (I always picked Dry Bones because he looked cool but I guess I was in the wrong this whole time), and much more!
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This Week in Game Engines 38 is here!
https://enginesdatabase.com/blog/this-week-in-game-engines-38/
This week we have 6 years of Bevy ECS, making 2D games using Ruby language, to-policy or not to-policy AI, optimizing Mario Kart builds using Pareto Frontier (I always picked Dry Bones because he looked cool but I guess I was in the wrong this whole time), and much more!
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This Week in Game Engines 38 is here!
https://enginesdatabase.com/blog/this-week-in-game-engines-38/
This week we have 6 years of Bevy ECS, making 2D games using Ruby language, to-policy or not to-policy AI, optimizing Mario Kart builds using Pareto Frontier (I always picked Dry Bones because he looked cool but I guess I was in the wrong this whole time), and much more!
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This Week in Game Engines 38 is here!
https://enginesdatabase.com/blog/this-week-in-game-engines-38/
This week we have 6 years of Bevy ECS, making 2D games using Ruby language, to-policy or not to-policy AI, optimizing Mario Kart builds using Pareto Frontier (I always picked Dry Bones because he looked cool but I guess I was in the wrong this whole time), and much more!
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This Week in Game Engines 38 is here!
https://enginesdatabase.com/blog/this-week-in-game-engines-38/
This week we have 6 years of Bevy ECS, making 2D games using Ruby language, to-policy or not to-policy AI, optimizing Mario Kart builds using Pareto Frontier (I always picked Dry Bones because he looked cool but I guess I was in the wrong this whole time), and much more!
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so like how do I automate windows builds of my game in 2026, is a snapshotted ltsc vm with rust and my ci runner the least painful way to go? #linuxuser #gamedev #bevy. It would be really funny to launch as a linux/mac exclusive. -
Today is Bevy's sixth birthday! As always, I've used this as a chance to reflect on the past year and outline my hopes and dreams for the next year of #bevy:
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Today is Bevy's sixth birthday! As always, I've used this as a chance to reflect on the past year and outline my hopes and dreams for the next year of #bevy:
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Today is Bevy's sixth birthday! As always, I've used this as a chance to reflect on the past year and outline my hopes and dreams for the next year of #bevy:
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Today is Bevy's sixth birthday! As always, I've used this as a chance to reflect on the past year and outline my hopes and dreams for the next year of #bevy:
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Today is Bevy's sixth birthday! As always, I've used this as a chance to reflect on the past year and outline my hopes and dreams for the next year of #bevy:
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Prototyping a game while also learning Bevy means I spend a lot of time refactoring ECS functions to be more modular. I know that’s “bad” game dev practice but I’m also a bad game dev, so I think that’s on brand for me.
#bevy #rust #SoloGameDev #IAmBadAtFollowingInstructionsAnyway
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Prototyping a game while also learning Bevy means I spend a lot of time refactoring ECS functions to be more modular. I know that’s “bad” game dev practice but I’m also a bad game dev, so I think that’s on brand for me.
#bevy #rust #SoloGameDev #IAmBadAtFollowingInstructionsAnyway
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Prototyping a game while also learning Bevy means I spend a lot of time refactoring ECS functions to be more modular. I know that’s “bad” game dev practice but I’m also a bad game dev, so I think that’s on brand for me.
#bevy #rust #SoloGameDev #IAmBadAtFollowingInstructionsAnyway
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Prototyping a game while also learning Bevy means I spend a lot of time refactoring ECS functions to be more modular. I know that’s “bad” game dev practice but I’m also a bad game dev, so I think that’s on brand for me.
#bevy #rust #SoloGameDev #IAmBadAtFollowingInstructionsAnyway
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Currently trying to make sense of animation in #bevy. I am: not having a good time
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Currently trying to make sense of animation in #bevy. I am: not having a good time
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Currently trying to make sense of animation in #bevy. I am: not having a good time
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Today's devlog for my Number Battle subproject includes a new mechanic, polish and bug fixes!
You can see the changes in this video, and read what has changed and see the full video in the blogpost: https://enmark.neocities.org/blog/numberbattle-subproj-devlog6/
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Today's devlog for my Number Battle subproject includes a new mechanic, polish and bug fixes!
You can see the changes in this video, and read what has changed and see the full video in the blogpost: https://enmark.neocities.org/blog/numberbattle-subproj-devlog6/
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Today's devlog for my Number Battle subproject includes a new mechanic, polish and bug fixes!
You can see the changes in this video, and read what has changed and see the full video in the blogpost: https://enmark.neocities.org/blog/numberbattle-subproj-devlog6/
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Today's devlog for my Number Battle subproject includes a new mechanic, polish and bug fixes!
You can see the changes in this video, and read what has changed and see the full video in the blogpost: https://enmark.neocities.org/blog/numberbattle-subproj-devlog6/