jamescarterbell
jamescarterbell
I'm wondering if this needs to be an engine level thing or if it can just be its own library with the subworlds as resources. Having it as a library...
@tower120 Subworlds may not be enough for ever use case, but they are still a useful additional and one that can be added independent of multiple executors/synced apps. Although for...
For anyone who comes across this, I'm currently working on a bevy plugin that makes the bevy sandwich. https://github.com/jamescarterbell/crystalorb/tree/feature/bevy_plugin
So there's two big issues at play: 1. Schedules are non trivial to clone properly (and it may just be impossible) 2. The builder idea is fairly unergonomic. The core...
So I think my big concern with the builder is how often it's run and the extra boilerplate. That being said, the extra boilerplate probably isn't too bad the more...
I actually think I figured out number 2, I was just being dumb, but we'll see soon. > Just double checking - did you mean systems rather than plugins? (since...
This seems like a really good idea and a pretty clean approach. For Tilemap related things, I'm constantly having to remove the map entity from the world so that I...
Tilemaps are a bit cursed in bevy right now for two reasons: 1. Deciding whether to represent tiles as entities is a big decision: it seems reasonable on its face...
"Although I do think for the vast majority of cases entity-per-tile works and aligns well with the rest of Bevy, so it feels like maybe it should be opt-out." This...
> start with entity per tile I think this is the wrong place to start, we can see from this thread multiple people saying a tile per entity is overkill...