Apply velocity from camera rotation in a third person context
I am implementing a character controller in bevy
and cannot get past a naive implementation which only partially works.
Apply velocity from camera rotation in a third person context
I am implementing a character controller in bevy
and cannot get past a naive implementation which only partially works.
Audio_bevy: bevy doesn’t replay audio after it finishes (Bevy 0.14.1)
I’m using bevy 0.14.1 to create a small game and I have some problems with the audio. In my game, there is a character that takes coin. Each time an user takes a coin, a sound must be played. I managed that the audio was played when the character took the first coin, but i couldn’t make the audio be replayed again when the user takes another coin. Here’s my code: What i did was an AudioBundle and i associated it to my entity(score):
Audio_bevy: bevy doesn’t replay audio after it finishes (Bevy 0.14.1)
I’m using bevy 0.14.1 to create a small game and I have some problems with the audio. In my game, there is a character that takes coin. Each time an user takes a coin, a sound must be played. I managed that the audio was played when the character took the first coin, but i couldn’t make the audio be replayed again when the user takes another coin. Here’s my code: What i did was an AudioBundle and i associated it to my entity(score):
I query an optional component mutably in bevy and it compiles but does not modify it. Why?
The unofficial bevy cheat book explains how queries work:
nested queries in Bevy without iter_combinations
I’m working on a simple particle physics engine using QuadTree’s.
Implementing an asset packing system in bevy
In my game, I would like an asset packing system that supports loading multiple asset packs from a folder, where the user can add their own asset packs to override some files of the original asset pack. I think I can do this by implementing AssetReader
to read from the asset packs.
How can I re-use the same plugin but with differents parameters?
To continue my learning with Bevy (game engine programming in Rust), I wanted to create a custom plugin where I can pass parameters directly. Everything works well! I wanted to add the plugin twice with different parameters like this:
How can I re-use the same plugin but with differents parameters?
To continue my learning with Bevy (game engine programming in Rust), I wanted to create a custom plugin where I can pass parameters directly. Everything works well! I wanted to add the plugin twice with different parameters like this:
Does Mesh::generate_tangents actually work?
I have a very simple scene, which I will try to describe: