Oh, wow, some coincidence. Just this week I started my own Paper-Mario-inspired game in Bevy. But mine has a bit different game design and much earlier in design. Hope I can keep up with it and good luck with yours!
project organization is the most confusing thing to me with bevy and rust. Coming from C#, I organized things by namespace that sort of matched the folder structure. It's easy to find a class like UIButtonAnim because it's in the UIButtonAnim.cs file. But there's no analogous file name convention as far as I can tell.
Yeah Rust doesn't force anything like OO languages do (even though if I remember right C# doesn't force it, it's just a convention). Rust also has file names be the same as declaring a module inside a file which is confusing at first. It's more flexible but that puts more work on you to keep a sane system and every project does things a little bit different.
I wonder if there is an easier way to load files as assets that 1. Adding the custom asset loaded 2. Loading the asset 3. Later in update (based on state) run command that actually uses the data in the file. Doing this allows both PC and webassembly file loading to work
Thank you for all your videos :D Always interesting with some bevy content.
Thank you!
Thank you very much, your channel is a huge help for getting into bevy.
Thanks! I'm glad to hear it's helping people :D
This is what I wanted. great video.
Great video! It’s great to see more advanced projects and how others organize them. Have you taken a look at Emergence yet?
Thanks! I have looked at it but it was kinda unclear how to play it and I didn't dive into their book/docs yet
Oh, wow, some coincidence. Just this week I started my own Paper-Mario-inspired game in Bevy.
But mine has a bit different game design and much earlier in design. Hope I can keep up with it and good luck with yours!
That's very exciting! I hope to see it one day :)
project organization is the most confusing thing to me with bevy and rust. Coming from C#, I organized things by namespace that sort of matched the folder structure. It's easy to find a class like UIButtonAnim because it's in the UIButtonAnim.cs file. But there's no analogous file name convention as far as I can tell.
Yeah Rust doesn't force anything like OO languages do (even though if I remember right C# doesn't force it, it's just a convention). Rust also has file names be the same as declaring a module inside a file which is confusing at first. It's more flexible but that puts more work on you to keep a sane system and every project does things a little bit different.
I wonder if there is an easier way to load files as assets that 1. Adding the custom asset loaded 2. Loading the asset 3. Later in update (based on state) run command that actually uses the data in the file. Doing this allows both PC and webassembly file loading to work
Among us chairs man..
My wife said the same thing...