it depends on the change. For a piece of Rust code yeah you have to do an incremental compilation (not a full compilation), if the change is an asset (gltf, scenes, textures, shaders, etc) that's all hot-reloadable, and Bevy also has an optional http server plugin to interact with running games, so you can add/remove/etc entities in running games via debug tools or http clients (like the VSCode inspector in the video this week)
you're close. A web browser does send http requests to fetch web pages but the more common way to interact with an http server like the one in Bevy is to build a UI on top of it or use an http client (like curl in the terminal, or the postman app, etc). here's an example of using curl on a random game I was just working on. The curl command is run in a terminal while the game is running and it returns the positions of everything in the game (the Transform component): gist.github.com/ChristopherBiscardi/00cadc0e920b7ea6a173d4e791876c6e The VSCode inspector UI from the video is built on these APIs and uses JavaScript to query the http server to fetch data and make changes, similar to the curl example. So the http apis are something you can use a client to build a web application ui interface on top of. The apis are new, so there's a lot of people experimenting with building these new UIs.
I recently tried putting my logic into compiled chunks of Lua code which would be stored in resources. Lua scripts are stored in a separate folder that is watched by a special Bevy plugin. absolutely unique experience. you lose like ALL advantages of Bevy but now you can hot reload your code and still have adequate performance (as long as you Lua code is imperative and calls Rust functions under the hood). Lua scripts are compiled into bytecode pretty much instantly and the Lua binding library for Rust I use provides type safety checks that Lua unfortunately doesn't have. I wish @chrisbiscardi will one day cover Lua question in Bevy, I think this language pairs well with Bevy and deserves another shot
I have no idea what are those things for but I'm happey whenever the Bevelopment occurs. Hppy new Year!!
the UI Demo reminded of flutter a bit (which I love)
thank you chris. Love you
Since bevy doesn't have editor and viewport. Does it mean when people wanna see the change. They must compile it every time, right?
it depends on the change. For a piece of Rust code yeah you have to do an incremental compilation (not a full compilation), if the change is an asset (gltf, scenes, textures, shaders, etc) that's all hot-reloadable, and Bevy also has an optional http server plugin to interact with running games, so you can add/remove/etc entities in running games via debug tools or http clients (like the VSCode inspector in the video this week)
@chrisbiscardi when you say http. It's run on browser?
you're close. A web browser does send http requests to fetch web pages but the more common way to interact with an http server like the one in Bevy is to build a UI on top of it or use an http client (like curl in the terminal, or the postman app, etc).
here's an example of using curl on a random game I was just working on. The curl command is run in a terminal while the game is running and it returns the positions of everything in the game (the Transform component): gist.github.com/ChristopherBiscardi/00cadc0e920b7ea6a173d4e791876c6e
The VSCode inspector UI from the video is built on these APIs and uses JavaScript to query the http server to fetch data and make changes, similar to the curl example.
So the http apis are something you can use a client to build a web application ui interface on top of. The apis are new, so there's a lot of people experimenting with building these new UIs.
@@chrisbiscardi thank you so much, for taking your time to explaining this to me. Thank you. Hope there's more bevy tutorial out there.
I recently tried putting my logic into compiled chunks of Lua code which would be stored in resources. Lua scripts are stored in a separate folder that is watched by a special Bevy plugin. absolutely unique experience. you lose like ALL advantages of Bevy but now you can hot reload your code and still have adequate performance (as long as you Lua code is imperative and calls Rust functions under the hood). Lua scripts are compiled into bytecode pretty much instantly and the Lua binding library for Rust I use provides type safety checks that Lua unfortunately doesn't have. I wish @chrisbiscardi will one day cover Lua question in Bevy, I think this language pairs well with Bevy and deserves another shot
Font is Pixeloid Mono. Got it.
Wrong place to ask, I know, but how about a look at iced 13?
@@jagagemo8141 will put it on my list