Physics in Bevy: How to get Rapier in your games

Поділитися
Вставка
  • Опубліковано 27 січ 2025

КОМЕНТАРІ • 13

  • @highpofly
    @highpofly Рік тому

    Your videos have been amazing, thank you for doing them, it's inspiring.
    Looking forward to more of your videos!
    Cheers

    • @PhaestusFox
      @PhaestusFox  Рік тому

      Hopefully I'll get the motivation and time soon to make more

  • @williamine
    @williamine Рік тому +1

    Have you considered making a tutorial on how to implement a first person character controller using rapier? I haven’t found any tutorials or explanations and I think it could help a lot of people to better understand how cameras work in 3D and how best to handle physics in Rapier. Thank you for all the tutorials, you’ve helped me out a lot!

    • @PhaestusFox
      @PhaestusFox  Рік тому +1

      I will have a look into it, I did make a first person camera for my Minecraft clone that has some interesting stuff to make it work with rapier, otherwise you couldn't fall down 1x1 holes unless you where lined up with it, it you would fall down hills of you looked up because your feet where not flat

    • @williamine
      @williamine Рік тому

      ⁠@@PhaestusFoxThat would be such a useful tutorial! I tried to create a first person controller on my own but I was never able to get my mouse look controls to work correctly. I also found it sort of confusing as to whether I should parent the collider to the camera or vice versa. I’m quite inexperienced with Bevy and especially Rapier so having a guide of that sort would be incredibly helpful!

    • @PhaestusFox
      @PhaestusFox  Рік тому

      I'll look into it, but if it helps you definitely want the camera to be a child of the entity with the collider otherwise when you look up the player will fall over as the collider rotates out from underneath the player

  • @saicher
    @saicher Рік тому

    In the video, you say using Rapier would drastically lower the performance of that voxel world to unplayable levels, and that using the optimization level 3, it makes it 30fps. Is that just when testing or is it just as terrible when you actually build the game?

    • @PhaestusFox
      @PhaestusFox  Рік тому

      It's only that low when the debug rendering is enabled since it needs to render thousands of lines

    • @saicher
      @saicher Рік тому

      @@PhaestusFox oh I see. Was only skimming through the video so that's my bad lol

  • @AlexanderWhillas
    @AlexanderWhillas Рік тому

    Hey, great series! I've managed to set up the scene that I want but can't find any information on how to attach 2D mesh or texture so that it gets transformed with the ridge body? Looking forward to seeing how it all connects together to make an actual game!

    • @PhaestusFox
      @PhaestusFox  Рік тому +1

      You need to include a 2dmeshbundle or image bundle onto the entity as well at the components for the rigid body, you can add the components like the Handle individually but the bundles make sure you don't miss things like global transforms and that sort of thing you may not know is needed for things like image rendering

  • @saicher
    @saicher Рік тому

    I know this is unrelated to physics, but I am looking to create a marching cubes voxel engine with Bevy. Most of the docs and tutorials I'm seeing for Voxel engines are for C++. Do you know of any resources that would help with creating a marching cubes voxel engine?

    • @PhaestusFox
      @PhaestusFox  Рік тому

      Not really no, I do remember there being a series called coding adventures that has an episode about marching cubes, it's in c# but the video is pretty good about braking it down to a level you could probably adapt it to rust