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Solid bevy game template for 3d RPG/shooter games
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Apache-2.0 and 2 other licenses found
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olekspickle/bevy_new_3d_rpg
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| Name | Name | Last commit message | Last commit date | |
|---|---|---|---|---|
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wip-12-first-demo.mp4
wip-11-neat-esc-back-behavior.mp4
wip-9-follow-the-sun.mp4
wip-5-scale-crouch.mp4
This template is based on the awesomeBevyFlock 2D template featuring out of the box builds for:
- Windows
- Linux
- macOS
- Web (Wasm)This template is a great way to get started if you aim to build new 3D RPGBevy game!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 aflat architercture.Start with abasic project andCI / CD that can deploy toitch.io.You cantry this template in your browser!
Installcargo-generate orbevy_cli and run:
cargo generate olekspickle/bevy_new_3d_rpg -n my-rpg# or with bevy_clibevy new -t=olekspickle/bevy_new_3d_rpg my-rpg- flat cargo workspace based project structure for game logic crates that can grow and be maintainable
- import and usage of game mechanics and parameters from .ron (config, credits) (kudos to Caudiciform)
- simple asset loading based onbevy_asset_loader with loading from path addition (kudos to Caudiciform)
- third person camera withbevy_third_person_camera
- solid keyboard & gamepad mapping to ui & game actions usingbevy_enhanced_input
- simple scene with colliders and rigid bodies usingavian3d
- simple player movement usingbevy_tnua
- simple skybox sun cycle usingbevy atmosphere example, with daynight and nimbus modes
- featuring rig and animations usingUniversal Animation Library from quaternius
- experimental sound withbevy_seedling based on Firewheel audio engine (which will probably replace bevy_audio), withhighly experimental audio stutter fix for web
- consistent Esc back navigation in gameplay and menu via stacked modals (kudos for the idea to skyemakesgames)
- serialize and save settings
- audio, video and keys rebind tabs in settings (currently not really working)
- easy drop in scene integration using awesomeskein with a simple scene
- add basic mood change per zone
- implement different music states(exploration, combat)
- custom font replace example using pre-loaded font
- sky background instead of just void lol
- Movement sfx: jump, dash, sprint
- spatial audio demo: boombox emitting background music
- Jump with timer(tricky with tnua jump in air counter)
- small door/portal demo
- split screen for coop
- vault on objects if they are reachable
- climbing
- do not rotate player on aim(silly bug, check it out - release aim looking to the floor)
- basic fighting: punch, kick, take weapon
- weapon select wheel
- bow
- rifle
The best way to get started is to play around with the code you find insrc/game/.This template comes with a basic project structure that you may find useful:
| Path | Description |
|---|---|
src/main.rs | App entrypoint where system plugins and window set up |
assets | Asset directory |
crates | A contained ordered way to improve compile times |
crates/asset_loading | A high-level way to load collections of asset handles as resources |
crates/models | Data source for the game: inputs, markers, timers |
crates/audio | Marker components for sound effects and music, bus setup |
crates/screens | Splash/title/gameplay and other screen related systems and ui |
crates/scene | Scene setup, skybox |
crates/game | Game mechanics & content |
crates/player | Player control & animation |
crates/ui | Reusable UI widgets & game color pallet control |
Feel free to move things around however you want, though.
There are some helpful commands inMakefile to simplify build optionsBut generally running your game locally is very simple:
make runif you havecmake- Use
bevy runwithbevy_cli orcargo runto run a native dev build. - Use this command to run a web dev build to run audio in separate thread to avoid audio stuttering:
bevy run web --headers="Cross-Origin-Opener-Policy:same-origin" --headers="Cross-Origin-Embedder-Policy:credentialless"
Running release builds
- Use `bevy run --release` to run a native release build.- Use
bevy run --release webto run a web release build.
Installing Linux dependencies
If you're using Linux, make sure you've installed Bevy'sLinux dependencies.Note that this template enables Wayland support, which requires additional dependencies as detailed in the link above.Wayland is activated by using thebevy/wayland feature in theCargo.toml.
(Optional) Improving compile times
.cargo/config.toml contains documentation on how to set up your environment to improve compile times.
WARNING: if you work in a private repository, please be aware that macOS and Windows runners cost more build minutes.For public repositories the workflow runners are free!
This template usesGitHub workflows to run tests and build releases.Check therelease-flow
There are some known issues in Bevy that can require arcane workarounds.
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:
- If you're using materials, you should force your render pipelines toload at the start of the game
- Optimize your game as much as you can to keep its FPS high.
- Apply the suggestions from the blog post [Workaround for the Choppy Music in Bevy Web Builds].
- Advise your users to try a Chromium-based browser if there are still issues.
The game window is created before the GPU is ready to render everything.This means that it'll start with a white screen for a few frames.The workaround is tospawn the Window hidden and onlymake it visible a few frames later
Choppy character movement is often caused by movement updates being tied to the frame rate.See thephysics_in_fixed_timestep example for how to fix this.
Choppy camera movement is almost always caused by the camera being tied too tightly to a moving target position.You can usesmooth_nudge to make your camera smoothly approach its target position instead.
Theassets in this repository are all 3rd-party. See the seecredits for more information.
The source code in this repository is licensed under any of the following at your option:
| bevy | bevy_new_3d_rpg |
|---|---|
| 0.16 | main,0.1.4 |
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Solid bevy game template for 3d RPG/shooter games
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