You signed in with another tab or window.Reload to refresh your session.You signed out in another tab or window.Reload to refresh your session.You switched accounts on another tab or window.Reload to refresh your session.Dismiss alert
Copy file name to clipboardExpand all lines: .github/workflows/release.yaml
+6-6Lines changed: 6 additions & 6 deletions
Original file line number
Diff line number
Diff line change
@@ -49,15 +49,15 @@ permissions:
49
49
50
50
env:
51
51
# Must be the same as the main crate name for platform dependent builds
52
-
pkg_name:bevy_new_third_person
52
+
pkg_name:bevy_new_3d_rpg
53
53
54
54
build_web:true
55
55
build_linux:true
56
56
build_windows:true
57
57
build_macos:true
58
58
59
59
# The itch.io project to upload to in the format `user-name/project-name`.
60
-
itch:olekspickle/bevy-third-person
60
+
itch:olekspickle/bevy-3d-rpg
61
61
upload_github:true
62
62
63
63
# The path to the assets directory.
@@ -66,7 +66,7 @@ env:
66
66
# The ID of the app produced by this workflow.
67
67
# Applies to macOS releases.
68
68
# Must contain only A-Z, a-z, 0-9, hyphen, and period: https://developer.apple.com/documentation/bundleresources/information_property_list/cfbundleidentifier
69
-
app_id:olekspickle.bevy-third-person
69
+
app_id:olekspickle.bevy-3d-rpg
70
70
71
71
# The base filename of the binary in the package produced by this workflow.
72
72
# Applies to Windows, macOS, and Linux releases.
@@ -75,18 +75,18 @@ env:
75
75
76
76
# The name of the `.zip` or `.dmg` file produced by this workflow.
77
77
# Defaults to `app_binary_name` if commented out.
78
-
app_package_name:bevy-third-person
78
+
app_package_name:bevy-3d-rpg
79
79
80
80
# The display name of the app produced by this workflow.
81
81
# Applies to macOS releases.
82
82
# Defaults to `app_package_name` if commented out.
83
-
app_display_name:BevyThird Person
83
+
app_display_name:Bevy3D RPG
84
84
85
85
# The short display name of the app produced by this workflow.
86
86
# Applies to macOS releases.
87
87
# Must be 15 or fewer characters: https://developer.apple.com/documentation/bundleresources/information_property_list/cfbundlename
88
88
# Defaults to `app_display_name` if commented out.
89
-
#app_short_name: BevyNew 2D
89
+
#app_short_name: Bevy3D RPG
90
90
91
91
# Before enabling LFS, please take a look at GitHub's documentation for costs and quota limits:
@@ -13,47 +13,22 @@ This template is based on the awesome [BevyFlock 2D template][BevyFlock] featuri
13
13
This template is a great way to get started if you aim to build new 3D RPG[Bevy] game!
14
14
It is not as simple as bevy_new_2d which is aimed to an easy start. It focuses to have a rather solid structure to be able to carry the weight of big projects and uses cargo workspaces for that. It adds a bit of complexity, but for big projects it's unavoidable, and this is an example of a[flat architercture](#project-structure).
15
15
Start with a[basic project](#write-your-game) and[CI / CD](#release-your-game) that can deploy to[itch.io](https://itch.io).
16
-
You can[try this template in your browser!](https://olekspickle.itch.io/bevy-third-person)
16
+
You can[try this template in your browser!](https://olekspickle.itch.io/bevy-3d-rpg)
| [`src/main.rs`](./src/main.rs) | App entrypoint where system plugins and window set up |
15
+
| [`assets`](./assets) | Asset directory |
16
+
| [`crates`](./crates) | A contained ordered way to improve compile times |
17
+
| [`crates/asset_loading`](./crates/asset_loading) | A high-level way to load collections of asset handles as resources |
18
+
| [`crates/models`](./crates/models) | Data source for the game: inputs, markers, timers |
19
+
| [`crates/audio`](./crates/audio) | Marker components for sound effects and music |
20
+
| [`crates/screens`](./crates/screens) | Splash/title/gameplay and other screen related systems and ui |
21
+
| [`crates/scene`](./crates/scene) | Scene setup, skybox |
22
+
| [`crates/game`](./crates/game) | Game mechanics & content |
23
+
| [`crates/player`](./crates/player) | Player control & animation |
24
+
| [`crates/ui`](./crates/ui) | Reusable UI widgets & game color pallet control |
25
+
19
26
20
27
## Run your game
21
28
22
-
We recommend using the [Bevy CLI] torun your game.
23
-
Running your game locally is very simple:
29
+
There are some helpful commands in [Makefile](./Makefile) tosimplify build options
30
+
But generally running your game locally is very simple:
24
31
25
-
- Use `bevy run` to run a native dev build.
32
+
- `make run` if you have `cmake`
33
+
- Use `bevy run` with [bevy_cli] or `cargo run` to run a native dev build.
26
34
- Use this command to run a web dev build to run audio in separate thread to avoid audio stuttering:
27
35
```bash
28
36
bevy run web --headers="Cross-Origin-Opener-Policy:same-origin" --headers="Cross-Origin-Embedder-Policy:credentialless"
@@ -63,9 +71,7 @@ There are some known issues in Bevy that can require arcane workarounds.
63
71
64
72
### My audio is stuttering on web
65
73
66
-
Audio in web-builds can have issues in some browsers.
67
-
This seems to be a general performance issue with wasm builds in all engines, the best solution is just to artificially extend loading phase(seems to be a solution people go for in other engines)
68
-
74
+
This template uses firewheel experimental audio runnign in the separate worker thread, so it should not be happening, but if you experience it nevertheless, here are a few tips:
69
75
- If you're using materials, you should force your render pipelines to [load at the start of the game]
70
76
- Optimize your game as much as you can to keep its FPS high.
71
77
- Apply the suggestions from the blog post [Workaround for the Choppy Music in Bevy Web Builds].
@@ -85,6 +91,10 @@ See the [`physics_in_fixed_timestep`] example for how to fix this.
85
91
Choppy camera movement is almost always caused by the camera being tied too tightly to a moving target position.
86
92
You can use [`smooth_nudge`] to make your camera smoothly approach its target position instead.
87
93
94
+
## Credits
95
+
96
+
The [assets](./assets) in this repository are all 3rd-party. See the see [credits](assets/credits.json) for more information.