How to make an FPS Game with Bevy and Rust -Part 2 Movement/3D Models

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  • เผยแพร่เมื่อ 19 ม.ค. 2025

ความคิดเห็น • 12

  • @bipedpotato
    @bipedpotato  3 หลายเดือนก่อน +2

    I did make the text larger for this video; put any questions you have below! :). Also I tried something a bit new with this video and relied on improvisation rather than a script, It might seem a bit sloppy but I promise it will get better the more I practice(what do you think about this new style of tutorial voiceover?).

  • @Czarmzy
    @Czarmzy 3 หลายเดือนก่อน +2

    I would love a no BS blender guide around creating and work with assets for bevy.

  • @Pettifetti
    @Pettifetti 3 หลายเดือนก่อน +1

    Cool! Im building the same kind of game. Will follow along!

  • @sbr27287
    @sbr27287 3 หลายเดือนก่อน +1

    Thank you for the wonderful tutorial :)

    • @bipedpotato
      @bipedpotato  3 หลายเดือนก่อน

      Thanks, I hope you find it useful!

  • @sebastianwhiffen
    @sebastianwhiffen 3 หลายเดือนก่อน +1

    The goat!!

  • @davidmcbride5357
    @davidmcbride5357 3 หลายเดือนก่อน +1

    I really wait for bevy 1.0.0. also I am to dump to work with pure rust, I really appreciate a editor.

    • @bipedpotato
      @bipedpotato  3 หลายเดือนก่อน

      I think for me at least, an editor would be nice but part of the charm of bevy is minimalism which would be kind of insignificant with the addition of an editor. I think they will add an editor at some point but it won't be a priority for them.

  • @czebosak
    @czebosak 2 หลายเดือนก่อน +1

    Setting the model position in blender is terrible, what if you wanted to change it later?

    • @bipedpotato
      @bipedpotato  2 หลายเดือนก่อน

      I guess you could change it inside of blender? You can also adjust it with code inside of bevy. There aren’t really many ways to do this without hard coding it or modifying it inside of blender when we don’t have a dedicated level editor.

    • @czebosak
      @czebosak 2 หลายเดือนก่อน

      @@bipedpotato That's true but it's inconvenient, you would have to export it again, and what if you wanted to use the same model in a different place? Instead what if you made it a child of the player and change and change it's local transform? Well maybe it's for the best, since bevy doesn't have an editor it would be hard to get the values right

    • @bipedpotato
      @bipedpotato  2 หลายเดือนก่อน

      The gun model is a child of the player entity, we are just abstracting out the local transform part by setting it inside of blender. I do get where you are coming from but this is the easiest and most adjustable way for editorless bevy to go about with this task.