1
 
 

It’s a crate for server-authoritative networking. We use it for Simgine, but it's general-purpose.

Highlights

  • Update to Bevy 0.19
  • Resources replication.
  • Component/resource diff replication.
  • New visibility scope AllExcept.

See the changelog for the full list of changes.

📜Full changelog 📦bevy_replicon

2
submitted 1 month ago* (last edited 1 month ago) by to c/bevy@programming.dev
 
 

An input manager for Bevy, inspired by Unreal Engine's Enhanced Input. We use it for Simgine, but it's general-purpose.

Just an update for Bevy 0.19 and a minor bugfix for trackpad scaling.

The crate is planned for upstreaming in Bevy, so please try it out and share your feedback.

📜Full changelog 📦bevy_enhanced_input

3
Bevy 0.19 (bevy.org)
submitted 1 month ago by to c/bevy@programming.dev
4
 
 

This was posted in Bevy Discord, but I think it's worth sharing it here, the game looks cool.

5
 
 

It’s a crate for server-authoritative networking. We use it for Simgine, but it's general-purpose.

The 0.40 release targets Bevy 0.18 and introduces shared messages/events, which are useful for client-side prediction.

The 0.41-rc.1 release targets Bevy 0.19-rc.1 and includes long-awaited resource replication. It was trivial to add since resources are now backed by components.

As always, I recommend updating to 0.40 first.

See the changelog for the full list of changes.

📜Full changelog 📦bevy_replicon

6
 
 

An input manager for Bevy, inspired by Unreal Engine's Enhanced Input. We use it for Simgine, but it's general-purpose.

The 0.25 release targets Bevy 0.18 and includes custom input support, along with other minor improvements and a few small breaking changes.

The 0.26.0-rc.1 release targets Bevy 0.19-rc.1 and only bumps the Bevy version.

As always, I recommend updating to 0.25 first.

The crate is planned for upstreaming in Bevy, so please try it out and share your feedback.

📜Full changelog 📦bevy_enhanced_input

7
 
 

The only issue I currently have is that Avian doesn't update colliders when the game is paused, so for now I just don't pause in build mode 😅

8
 
 

Not mine, but the author posted the link in Discord and I decided to share it here.

9
 
 

It’s a crate for server-authoritative networking. We use it for Simgine, but it's general-purpose.

The main highlight is improved visibility filters. They now allow you to express much more complex visibility patterns. The release also includes various ergonomic improvements and renames.

I need the Cart's bsn branch for my game, so I'll open a draft PR targeting it for all my crates soon. I just wanted to draft a new release with all the accumulated breaking changes first.

See the changelog for the full list of changes.

📜Full changelog 📦bevy_replicon

10
 
 

An input manager for Bevy, inspired by Unreal Engine's Enhanced Input. We use it for Simgine, but it's general-purpose.

Highlights

  • Toggle input condition.
  • Reflection is now feature-gated.
  • Generic wrapper types are now automatically registered by the crate for use in the inspector/editor.

The crate is planned for upstreaming in Bevy, so please try it out and share your feedback.

📜Full changelog 📦bevy_enhanced_input

11
submitted 6 months ago* (last edited 6 months ago) by to c/bevy@programming.dev
 
 

An input manager for Bevy, inspired by Unreal Engine's Enhanced Input. We use it for Simgine, but it's general-purpose.

Highlights

  • Command-based API for mocking:
commands
    .entity(context)
    .mock_once::<Player, Jump>(ActionState::Fired, true);
  • ⁨⁨⁨⁨⁨ActionSettings::consume_input⁩⁩⁩⁩⁩ now defaults to ⁨⁨⁨⁨⁨false⁩⁩⁩⁩⁩. This should make the input less footgunny.

The crate is planned for upstreaming, so please try it out and share your feedback.

📜Full changelog 📦bevy_enhanced_input

12
 
 

cross-posted from: https://lemmy.ml/post/41662086

There are no breaking changes. However, bevy_enhanced_input also received a 0.22 release with a few minor breakages. It's recommended to upgrade to 0.21 first during the Bevy migration, and then proceed with 0.22.

13
Bevy 0.18 (bevy.org)
submitted 6 months ago by to c/bevy@programming.dev
14
submitted 7 months ago by to c/bevy@programming.dev
 
 

cross-posted from: https://lemmy.ml/post/40885978

Last week, I updated all my crates to Bevy 0.18 RC and finally started working on the game!

As I mentioned earlier, I'm starting from scratch since I want to change too many things. But the old code helps me as a reference.

Finished implementing game speed controls today. Had to make a few changes to BEI to make it play nicely with it.

15
 
 

It’s a crate for server-authoritative networking. We use it for Simgine, but it's general-purpose.

This release features a new visibility system. It's component-driven, so you don't have to maintain visibility separately from your gameplay logic. And it now supports both component and entity visibility. It took quite some time to refactor the codebase to support this, but I'm very happy with the result 🙂

See the changelog for the full list of changes.

📜Full changelog 📦bevy_replicon

16
 
 

An input manager for Bevy, inspired by Unreal Engine's Enhanced Input. We use it for Simgine, but it's general-purpose.

I usually don't write about patches, but this one worth mentioning.

Highlights

  • Combo input condition to bind a sequence of actions. You can use it for things like double-clicks or Vim-like shortcuts.
  • Pulse::with_initial_delay and Pulse::initial_delay to add a special delay before the first repeat. This can be used to implement key repeat.
  • Reworked quick start guide - check it out if you're new to the library. Huge thanks to Alice for it 🙂

The crate is planned for upstreaming, so please try it out and share your feedback.

📜Full changelog 📦bevy_enhanced_input

17
 
 

Some automationgame in the spirit of factorio or satisfactory completly made in bevy by a small team. Right now you can play a demo and wishlist but it says to release this year still.

https://store.steampowered.com/app/3615720/Exofactory/

18
 
 

cross-posted from: https://lemmy.ml/post/37068223

Updated my crates to Bevy 0.17:

This update is mostly migration work, with a few breaking changes in naming to match Bevy's own changes (such as the event re-architecture). I try to minimize breakages when Bevy updates to make migrations easier.

We also plan to upstream bevy_enhanced_input, so please try it out and share your feedback.

19
Bevy 0.17 (bevy.org)
submitted 10 months ago by to c/bevy@programming.dev
20
submitted 10 months ago by to c/bevy@programming.dev
 
 

It’s a crate for server-authoritative networking. We use it for Simgine, but it's general-purpose.

Highlights

  • Priority system inspired by Unreal Engine's Iris. This lets you control how often mutations are sent.
  • Replication filters. When registering component(s) for replication, you can now attach Query filters using *_filtered functions:
app.replicate_filtered::<Transform, Or<(With<Player>, With<Enemy>)>>()

We had to add *_filtered because functions can't have default generic parameters like structs (which is how it works with Query).

  • Replication as another struct. This lets you define a struct, implement conversions via From, add serde derives, and register it like this:
app.replicate_as::<Transform, TransformWithoutScale>();

Using replicate_with with custom ser/de functions is still possible and useful, but for simple cases replicate_as is nicer.

  • Ergonomic mapping for entities spawned on the client. When an entity is spawned on the server, clients automatically spawn a new entity and map IDs. But sometimes you may need to predict spawning on the client or load a level independently on both client and server. This is where the newly added Signature component comes in. It calculates a hash for the entity to uniquely identify it based on component(s) and/or a seed. This way, when the server replicates a new entity to a client and its hash matches an already existing entity, they will be mapped.
commands.spawn(Cell { x, y }, Signature::of::<Cell>());
  • Migration to Bevy states from custom run conditions. This feels more natural and allows the use of things like StateScoped(ClientState::Connected).

We also revamped the examples! I already showcased a boids example (https://lemmy.ml/post/35170308) for deterministic replication, but later realized that a silly mistake in the code left the boids half-blind 😅 So here's a new video where they can properly see each other.

This release targets Bevy 0.16. I'm starting work on the 0.17 RC now.

📜Full changelog 📦bevy_replicon

21
22
 
 

An input manager for Bevy, inspired by Unreal Engine's Enhanced Input. We use it for Simgine, but it's general-purpose.

Another small release with QoL improvements.

Highlights

  • Binding::AnyKey to assign any button.
  • Cooldown input condition.
  • Mocking can be used even without InputPlugin.

📜Full changelog 📦bevy_enhanced_input

23
 
 

While waiting for Bevy 0.17, I'm having fun working on examples for bevy_replicon.

It’s a crate for server-authoritative networking. We use it for Simgine, but it's general-purpose.

Implemented Boids as an example to showcase deterministic replication.

https://github.com/simgine/bevy_replicon/pull/554

24
 
 

An input manager for Bevy, inspired by Unreal Engine's Enhanced Input. We use it for Simgine, but it's general-purpose.

A small release with QoL improvements.

Highlights

  • Add ability to toggle contexts without removing them using the ContextActivity<C> component.
  • Allow bindings! macro to mix tuple and non-tuple bindings.
  • Fix unnecessary change detection for Actions<C> on every update.

📜Full changelog 📦bevy_enhanced_input

25
submitted 11 months ago by to c/bevy@programming.dev
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