![]() # Context Renaming `Parent` to `ChildOf` in #17247 has been contentious. While those users concerns are valid (especially around legibility of code IMO!), @cart [has decided](https://discord.com/channels/691052431525675048/749335865876021248/1340434322833932430) to stick with the new name. > In general this conversation is unsurprising to me, as it played out essentially the same way when I asked for opinions in my PR. There are strong opinions on both sides. Everyone is right in their own way. > > I chose ChildOf for the following reasons: > > 1. I think it derives naturally from the system we have built, the concepts we have chosen, and how we generally name the types that implement a trait in Rust. This is the name of the type implementing Relationship. We are adding that Relationship component to a given entity (whether it "is" the relationship or "has" the relationship is kind of immaterial ... we are naming the relationship that it "is" or "has"). What is the name of the relationship that a child has to its parent? It is a "child" of the parent of course! > 2. In general the non-parent/child relationships I've seen in the wild generally benefit from (or need to) use the naming convention in (1) (aka calling the Relationship the name of the relationship the entity has). Many relationships don't have an equivalent to the Parent/Child name concept. > 3. I do think we could get away with using (1) for pretty much everything else and special casing Parent/Children. But by embracing the naming convention, we help establish that this is in fact a pattern, and we help prime people to think about these things in a consistent way. Consistency and predictability is a generally desirable property. And for something as divisive and polarizing as relationship naming, I think drawing a hard line in the sand is to the benefit of the community as a whole. > 4. I believe the fact that we dont see as much of the XOf naming style elsewhere is to our benefit. When people see things in that style, they are primed to think of them as relationships (after some exposure to Bevy and the ecosystem). I consider this a useful hint. > 5. Most of the practical confusion from using ChildOf seems to be from calling the value of the target field we read from the relationship child_of. The name of the target field should be parent (we could even consider renaming child_of.0 to child_of.parent for clarity). I suspect that existing Bevy users renaming their existing code will feel the most friction here, as this requires a reframing. Imo it is natural and expected to receive pushback from these users hitting this case. ## Objective The new documentation doesn't do a particularly good job at quickly explaining the meaning of each component or how to work with them; making a tricky migration more painful and slowing down new users as they learn about some of the most fundamental types in Bevy. ## Solution 1. Clearly explain what each component does in the very first line, assuming no background knowledge. This is the first relationships that 99% of users will encounter, so explaining that they are relationships is unhelpful as an introduction. 2. Add doc aliases for the rejected `IsParent`/`IsChild`/`Parent` names, to improve autocomplete and doc searching. 3. Do some assorted docs cleanup while we're here. --------- Co-authored-by: Eagster <79881080+ElliottjPierce@users.noreply.github.com> |
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What is Bevy?
Bevy is a refreshingly simple data-driven game engine built in Rust. It is free and open-source forever!
WARNING
Bevy is still in the early stages of development. Important features are missing. Documentation is sparse. A new version of Bevy containing breaking changes to the API is released approximately once every 3 months. We provide migration guides, but we can't guarantee migrations will always be easy. Use only if you are willing to work in this environment.
MSRV: Bevy relies heavily on improvements in the Rust language and compiler. As a result, the Minimum Supported Rust Version (MSRV) is generally close to "the latest stable release" of Rust.
Design Goals
- Capable: Offer a complete 2D and 3D feature set
- Simple: Easy for newbies to pick up, but infinitely flexible for power users
- Data Focused: Data-oriented architecture using the Entity Component System paradigm
- Modular: Use only what you need. Replace what you don't like
- Fast: App logic should run quickly, and when possible, in parallel
- Productive: Changes should compile quickly ... waiting isn't fun
About
- Features: A quick overview of Bevy's features.
- News: A development blog that covers our progress, plans and shiny new features.
Docs
- Quick Start Guide: Bevy's official Quick Start Guide. The best place to start learning Bevy.
- Bevy Rust API Docs: Bevy's Rust API docs, which are automatically generated from the doc comments in this repo.
- Official Examples: Bevy's dedicated, runnable examples, which are great for digging into specific concepts.
- Community-Made Learning Resources: More tutorials, documentation, and examples made by the Bevy community.
Community
Before contributing or participating in discussions with the community, you should familiarize yourself with our Code of Conduct.
- Discord: Bevy's official discord server.
- Reddit: Bevy's official subreddit.
- GitHub Discussions: The best place for questions about Bevy, answered right here!
- Bevy Assets: A collection of awesome Bevy projects, tools, plugins and learning materials.
Contributing
If you'd like to help build Bevy, check out the Contributor's Guide. For simple problems, feel free to open an issue or PR and tackle it yourself!
For more complex architecture decisions and experimental mad science, please open an RFC (Request For Comments) so we can brainstorm together effectively!
Getting Started
We recommend checking out the Quick Start Guide for a brief introduction.
Follow the Setup guide to ensure your development environment is set up correctly. Once set up, you can quickly try out the examples by cloning this repo and running the following commands:
# Switch to the correct version (latest release, default is main development branch)
git checkout latest
# Runs the "breakout" example
cargo run --example breakout
To draw a window with standard functionality enabled, use:
use bevy::prelude::*;
fn main(){
App::new()
.add_plugins(DefaultPlugins)
.run();
}
Fast Compiles
Bevy can be built just fine using default configuration on stable Rust. However for really fast iterative compiles, you should enable the "fast compiles" setup by following the instructions here.
Bevy Cargo Features
This list outlines the different cargo features supported by Bevy. These allow you to customize the Bevy feature set for your use-case.
Thanks
Bevy is the result of the hard work of many people. A huge thanks to all Bevy contributors, the many open source projects that have come before us, the Rust gamedev ecosystem, and the many libraries we build on.
A huge thanks to Bevy's generous sponsors. Bevy will always be free and open source, but it isn't free to make. Please consider sponsoring our work if you like what we're building.
This project is tested with BrowserStack.
License
Bevy is free, open source and permissively licensed! Except where noted (below and/or in individual files), all code in this repository is dual-licensed under either:
- MIT License (LICENSE-MIT or http://opensource.org/licenses/MIT)
- Apache License, Version 2.0 (LICENSE-APACHE or http://www.apache.org/licenses/LICENSE-2.0)
at your option. This means you can select the license you prefer! This dual-licensing approach is the de-facto standard in the Rust ecosystem and there are very good reasons to include both.
Some of the engine's code carries additional copyright notices and license terms due to their external origins.
These are generally BSD-like, but exact details vary by crate:
If the README of a crate contains a 'License' header (or similar), the additional copyright notices and license terms applicable to that crate will be listed.
The above licensing requirement still applies to contributions to those crates, and sections of those crates will carry those license terms.
The license field of each crate will also reflect this.
For example, bevy_mikktspace
has code under the Zlib license (as well as a copyright notice when choosing the MIT license).
The assets included in this repository (for our examples) typically fall under different open licenses. These will not be included in your game (unless copied in by you), and they are not distributed in the published bevy crates. See CREDITS.md for the details of the licenses of those files.
Your contributions
Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.