# Objective Improve the documentation relating to windows, and update the parts that have not been updated since version 0.8. Version 0.9 introduced `Window` as a component, before that `WindowDescriptor` (which would become `Window` later) was used to store information about how a window will be created. Since version 0.9, from my understanding, this information will also be synchronised with the current state of the window, and can be used to modify this state. However, some of the documentation has not been updated to reflect that, here is an example: https://docs.rs/bevy/0.8.0/bevy/window/enum.WindowMode.html / https://docs.rs/bevy/latest/bevy/window/enum.WindowMode.html (notice that the verb "Creates" is still there). This PR aims at improving the documentation relating to windows. ## Solution - Change "will" for "should" when relevant, "should" implies that the information should in both direction (from the window state to the `Window` component and vice-versa) and can be used to get and set, will implies it is only used to set a state. - Remove references to "creation" or be more clear about it. - Reference back the `Window` component for most of its sub-structs. - Clarify what needs to be clarified - A lot of other minor changes, including fixing the link to W3schools in `bevy_winit` ## Warning Please note that my knowledge about how winit and bevy_winit work is limited and some of the informations I added in the doc may be inaccurate. A person who knows better how it works should review some of my claims, in particular: - How fullscreen works: https://github.com/bevyengine/bevy/pull/8858#discussion_r1232413155 - How WindowResolution / sizes work: https://github.com/bevyengine/bevy/pull/8858#discussion_r1233010719 - What happens when `WindowPosition` is set to `Centered` or `Automatic`. From my understanding of the code, it should always be set back to `At`, but is it really the case? For example [when creating the window](https://github.com/bevyengine/bevy/blob/main/crates/bevy_winit/src/winit_windows.rs#L74), or when [a `WindowEvent::Moved` is triggered](https://github.com/bevyengine/bevy/blob/main/crates/bevy_winit/src/lib.rs#L602) or when [Centered/Automatic by the code after the window is created](https://github.com/bevyengine/bevy/blob/main/crates/bevy_winit/src/system.rs#L243), am I missing some cases and do the codes I linked do that in all of them? - Are there any field in the `Window` component that can't be used to modify the state of the window, only at creation? --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Jerome Humbert <djeedai@gmail.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
- The Bevy Book: Bevy's official documentation. 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.
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 Bevy Book for a full tutorial.
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.
Libraries Used
Bevy is only possible because of the hard work put into these foundational technologies:
- wgpu: modern / low-level / cross-platform graphics library inspired by Vulkan
- glam-rs: a simple and fast 3D math library for games and graphics
- winit: cross-platform window creation and management in Rust
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.
Third Party Plugins
Plugins are very welcome to extend Bevy's features. Guidelines are available to help integration and usage.
Thanks and Alternatives
Additionally, we would like to thank the Amethyst, macroquad, coffee, ggez, Fyrox, and Piston projects for providing solid examples of game engine development in Rust. If you are looking for a Rust game engine, it is worth considering all of your options. Each engine has different design goals, and some will likely resonate with you more than others.
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.