Physics in Bevy: What is Bevy Rapier
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- čas přidán 1. 07. 2024
- is this video I go over bevy rapier what it is how it works and why you should use it, in future videos ill dive into how to use it
00:00 Intro
01:30 What is it?
05:04 How to use the API
08:30 Why use Rapier?
09:42 Settings
11:18 Events
11:56 NexTime
Patreon = / phaestusfox
BevyRapier = github.com/dimforge/bevy_rapier
BevyEngine = bevyengine.org/
Plugins I'm using:
Bevy Snippets - suggested by Pixl - marketplace.visualstudio.com/...
Rust Extension Pack - marketplace.visualstudio.com/...
Error Lens - marketplace.visualstudio.com/...
Stock Images from unsplash.com/
list of all components:
[[Joints]]
[[Character Controller]]
[[Velocity]]
[[RigidBody]]
[[AdditionalMassProperties]]
[[ReadMassProperties]]
[[LockedAxes]]
[[ExternalForce]]
[[ExternalImpulse]]
[[GravityScale]]
[[Ccd]]
[[Dominance]]
[[Sleeping]]
[[Damping]]
[[TransformInterpolation]]
[[RigidBodyDisabled]]
[[Collider]]
[[ColliderScale]]
[[Sensor]]
[[ColliderMassProperties]]
[[Friction]]
[[Restitution]]
[[ActiveCollisionTypes]]
[[Group]]
[[CollisionGroups]]
[[SolverGroups]]
[[ActiveHooks]]
[[ActiveEvents]]
[[ContactForceEventThreshold]]
[[CollidingEntities]]
[[ColliderDisabled]]
[[ColliderDebugColor]]
#Bevy #GameDev #bevyengine - Věda a technologie
Thank you. Been having a hard time learning bevy rapier.
Nice one!
NIce explanation. Can you use bevy_rapier if you are only using bevy_ecs in your application and nothing else bevy related? If not, do you have any suggestions on how to manually integrate the communication with bevy_ecs and rapier into your application?
I don't know I would need a deep look at the code, but at the very least it doesn't need any of Bevy's default features, so I would imagine it could, maybe look at the code for if there are specific systems you would need for the extraction
Great video. Would love to see a marching cubes implementation in bevy_rapier or bevy_xpbd.. Been wanting to make my own but not sure where to start
Do you need a physics engine for marching cubes, I thought it was a mesh generation algorithm
@@PhaestusFox hmm, good point. I guess for collisions and explosions and such but that's simple enough I suppose
Will you also cover Bevy XPBD?
Eventually
Do you think it would ever make sense to just use Rapier for physics and handle all the game logic yourself (without Bevy?). If so, how would you go about rendering the world?
I'm sure there are some times where that would make sense, but to Handel rendering you would need to write your own engine or use one of the other engines out there
I do that, in rust, without a “game engine” a thing you could use is raylib, it has great rust bindings (3rd party).. I have setup my own, simple, “engine” for my games that consists of “EntitiyType”s chunking, ticking (with physics) on a separate game thread, rendering on the main thread, channels for passing keybind/keyboard stuff to the game thread. Soon to be networking using those channels, with a network thread. I am trying to upgrade rendering and writing a working PBR shader and some post processing shaders. I plan to use and upgrade this system for at least (for now) 4 games, a remake of the first five nights at Freddie’s game, 2 original games, and one original VR game)
And by no means is my “engine” complicated, it just keeps track of some things to only render close things. I still have a lot to do to on my game / engine
I see what you did there with the X, haha
😉
bro take a moment to breath
Got to get them words out😜