Simgine

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A work-in-progress life simulation game.

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founded 1 month ago
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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.

๐Ÿ“œFull changelog ๐Ÿ“ฆbevy_enhanced_input

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submitted 3 weeks ago* (last edited 3 weeks ago) by Shatur@lemmy.ml to c/simgine@lemmy.ml
 
 

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

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submitted 1 month ago* (last edited 1 month ago) by Shatur@lemmy.ml to c/simgine@lemmy.ml
 
 

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.

๐Ÿ“œFull changelog ๐Ÿ“ฆbevy_enhanced_input

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Originally, it was named Project Harmonia, but that was just a placeholder. Recently, I adjusted the project's direction and came up with this name. See https://lemmy.ml/post/34012299 for more details.

Unfortunately, I cannot change the name of the community, so I created a new one: !simgine@lemmy.ml.