I'm following this tutorial with Bevy 0.13, and I have to say, a lot has changed since then. It's a bit troublesome to find the correct way to do things, but I managed to find the right solutions with a lot of trial and error!
Author of bevy_mod_picking here, cool to see it in use in the wild. The latest version (0.13 for bevy 0.10) is a complete rewrite. This should make games like this much, much easier, and allows you to have picking backends for rapier, mod_raycast, bevy_ui, egui, or even one you write yourself, all at the same time. It adds the concept of eventlisteners and callbacks, which I'm working on upstreaming to bevy.
Thank you for making your work open source! I actually just applied to work with your company :) I'm currently scripting an updated version of an intro series for 0.11 and I'll probably use bevy_mod_picking again so I'm excited to see all the changes!
Something to note about stages: If I understand correctly, they will be removed in a future bevy release and replaced with a more user-friendly alternative
@@logicprojects Probably not in the version coming out in the next few days/weeks, no. However, stages are super weird in bevy and I think pointing out that improvements are on the way is a good thing :)
I might go for wgpu. The problem is I don't feel as confident with that as a topic and I don't want to just talk through learnwgpu. I've done some vulkan work but some of the technicalities I'm a bit sketchy on
bevy_mod_picking is nice. I wonder how we "pick" in VR. Is there a mouse in VR? (maybe just your hand controller I guess - point to object and press some button)
I *just* ran into the issue of needing to select models in a 3d space, and I was going down the road of using raycasting and it was getting complicated.... so thank you. How did you end up discovering this plugin?
It's mentioned in the bevy cheatbook (I think in chapter about mouse input). There's also the assets page on bevy's website that has many community plugins (of varying degrees of quality and updatedness)
I haven't actually used it myself, I'm not great with 3d art (which should be evident). I know the systems exist and there is an official example but it might be 1 or 2 iterations away from be super clean
I'm following this tutorial with Bevy 0.13, and I have to say, a lot has changed since then.
It's a bit troublesome to find the correct way to do things, but I managed to find the right solutions with a lot of trial and error!
Author of bevy_mod_picking here, cool to see it in use in the wild. The latest version (0.13 for bevy 0.10) is a complete rewrite. This should make games like this much, much easier, and allows you to have picking backends for rapier, mod_raycast, bevy_ui, egui, or even one you write yourself, all at the same time. It adds the concept of eventlisteners and callbacks, which I'm working on upstreaming to bevy.
Thank you for making your work open source! I actually just applied to work with your company :) I'm currently scripting an updated version of an intro series for 0.11 and I'll probably use bevy_mod_picking again so I'm excited to see all the changes!
cool tutorial, 100% works, +rep
Great tutorial! I love the little hat technology 🤠
Thank you! 🤠
Cause he knows the struggles that i'm going threw right now
Great video. What color theme, extensions are you using in your editor?
vscode, gruvbox hard, plugins of note are: crates, vim, vscode-ron, wgsl, rust-analyzer
Something to note about stages: If I understand correctly, they will be removed in a future bevy release and replaced with a more user-friendly alternative
I've seen those discussions around (the stageless rfc and iyes_loopless) but I don't believe those will be coming in the next version of bevy
@@logicprojects Probably not in the version coming out in the next few days/weeks, no.
However, stages are super weird in bevy and I think pointing out that improvements are on the way is a good thing :)
🔥
great video man. Could you as well do some wgpu tutorials? there isn't much on youtube for it. :)
I might go for wgpu. The problem is I don't feel as confident with that as a topic and I don't want to just talk through learnwgpu. I've done some vulkan work but some of the technicalities I'm a bit sketchy on
bevy_mod_picking is nice.
I wonder how we "pick" in VR. Is there a mouse in VR? (maybe just your hand controller I guess - point to object and press some button)
Love your videos, you got a subscriber. Keep them coming. :)
Thank you! I appreciate it
lets goooooooo
I *just* ran into the issue of needing to select models in a 3d space, and I was going down the road of using raycasting and it was getting complicated.... so thank you. How did you end up discovering this plugin?
It's mentioned in the bevy cheatbook (I think in chapter about mouse input). There's also the assets page on bevy's website that has many community plugins (of varying degrees of quality and updatedness)
how is the skeleton animation system now? Is it now usable? Or still rough?
I haven't actually used it myself, I'm not great with 3d art (which should be evident). I know the systems exist and there is an official example but it might be 1 or 2 iterations away from be super clean
@@logicprojects Thx! I will wait for bevy 1.0.
yes
(Lo-Fi, Trapsoul, CNice tutorialllstep, Trip Hop, Rap, Trap, Nice tutorialp Hop)
Nice
If it weren't for you, I don't know what to do, I don't want to spend money on it