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zicklag avatar zicklag commented on May 30, 2024 1

Regarding the hello world example, that's a good point, and I can't remember why I removed it! :)

Actually, though, bevy regrograde is is not under active development any more. The update to the latest bevy version was a contribution from a couple others who wanted to get it up-to-date, but we are not actively maintaining it anymore.

Throughout the development of Bevy retro, we ended up using more Bevy community plugins instead of writing our own, and in the current version I think bevy retro really only adds two things to Bevy:

  • The ability to render 9-patch style UI elements with Egui.
  • The ability to generate rapier collision meshes from the alpha channel of sprites using the density-mesh crate.

Other than that, it's just plain Bevy with egui, rapier, and LDtk plugins.


In other news, the spiritual successor to Bevy Retrograde is the new Bones framework which I am actively developing. Bones has developed from the needs of the Fish Folk: Jumpy game and is also focused on 2D games.

Bones takes a different approach than Bevy Retrograde, though, and isn't really a Bevy plugin anymore, but it's own game engine, with it's own ECS and asset pack system so that it can support determinism, networking, and modding.

Like Bevy Retrograde, Bones also comes with the 9-patch style UI plugin, and tilemap rendering, but it doesn't have an LDtk map loader or built-in physics engine. And you can't just use any Bevy plugin with Bones, without writing a custom integration, so you don't have the Bevy plugin ecosystem immediately available.

Bones is under heavy development, and isn't stable yet, but our goal is to make it as easy as we can to make real games with features like modding and networking.

Feel free to create a new issue for this on Bones, though, if you want!

from bevy_retrograde.

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