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bevy_config_cam's Introduction

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Stats ๐Ÿ“Š :

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Specs ๐Ÿ–ฅ :

       Processor: AMD Ryzen 7 5800X 8-Core Processor (16 CPUs), ~3.8GHz
   System Memory: 65536MB RAM DDR4 3600Mhz           
   Graphics Card: NVIDIA GeForce RTX 4070
Dedicated Memory: 12288 MB

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Bevy Plugins

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bevy_config_cam ๐Ÿ“น๐Ÿ”ง

Plugin containing a suite of configurable cameras bevy config cam banner

bevy_dolly ๐Ÿ“น๐Ÿ‘

Composable Camera Handling using dolly

bevy_midi ๐ŸŽน๐ŸŽถ

Plugin for sending and reciving midi data bevy_midi banner

bevy_osc ๐Ÿ”ฃ๐Ÿ”ข

Plugin for sending and reciving osc data

Potoo ๐Ÿ‘ป๐Ÿฆ

An experimental editor for Bevy

wt-editor-cli-showcase

Level One Jam

Level One Jam 2020 & 2022 Website - written using HUGO and Bulma, backend made using JavaScript and Google Sheets API.

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Level One Jam Video - made using Adobe After Effects, thanks to @myhairis_blue for the amazing VO.

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Level One Jam Lottery - written in Javascript using P5.js and WebGL elements, backend in Dark.

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Developed CryptoGuard for Cryptera. SAAS that allows their customers to do secure provisioning remotely as a service without requiring IoT devices to be transported to get firmware loaded.

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Easy GUI development in Rust.

Implementing Logic Friday functionailty in a functional language.

logictree truthtable





BubbleSort HeapSort InsertionSort QuickSort







Cross site scripting(XSS) cookie-fetch server, used for educational perpose only. Made using Node.js, P5.js and Matter.js Demo

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rain

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AsciiEngine 2.5D Topdown Game Engine using Processing and Box2D

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Below is my configuration for my laptop running WSL. Using X-Server and some enviroment variable configuration, I'm able to startup a linux instance using a single command:

lxde

Honeypot system running Debian on a headless server using Digital Ocean Because we had limited storage, continuously serializing the data from a database to CSharp to process the large amount of data for mapping and relation. D3.js to visualize the data and made interactive using Observable.

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bevy_config_cam's Issues

How to use different camera modes

Hi, I'm going through the examples and README and struggling to understand how to actually use the different camera modes available.

I saw the CameraState enum, but don't see how to actually use it. Perhaps some better docs on the readme might help.

Make use of is_changed() & Changed for handling of states

Rather than relying on system updating every tick and thus setting the correct states, use the is_changed() and Changed function and query filter which is default bevy functionality to handle when a state in bevy_config_cam is changed.

Support for Bevy 0.9

I know that you don't have support for Bevy 0.8, just wanna mention that Bevy 0.9 is realease. :3

Not compiling with main

Hi :) I know main is unstable but I just wanted to point out on recent rust with edition 2021 and bevy main this fails to compile due to mutability issues:

error[E0499]: cannot borrow `state` as mutable more than once at a time
   --> C:\Users\marce\.cargo\registry\src\github.com-1ecc6299db9ec823\bevy_config_cam-0.2.0\src\lib.rs:690:17
    |
688 |         for ev in state.reader_motion.iter(&motion) {
    |                   ---------------------------------
    |                   |
    |                   first mutable borrow occurs here
    |                   first borrow later used here
689 |             if window.cursor_locked() {
690 |                 state.pitch -= (settings.sensitivity * ev.delta.y * window.height()).to_radians();
    |                 ^^^^^ second mutable borrow occurs here

error[E0499]: cannot borrow `state` as mutable more than once at a time
   --> C:\Users\marce\.cargo\registry\src\github.com-1ecc6299db9ec823\bevy_config_cam-0.2.0\src\lib.rs:691:17
    |
688 |         for ev in state.reader_motion.iter(&motion) {
    |                   ---------------------------------
    |                   |
    |                   first mutable borrow occurs here
    |                   first borrow later used here
...
691 |                 state.yaw -= (settings.sensitivity * ev.delta.x * window.width()).to_radians();
    |                 ^^^^^ second mutable borrow occurs here

error[E0499]: cannot borrow `state` as mutable more than once at a time
   --> C:\Users\marce\.cargo\registry\src\github.com-1ecc6299db9ec823\bevy_config_cam-0.2.0\src\lib.rs:694:13
    |
688 |         for ev in state.reader_motion.iter(&motion) {
    |                   ---------------------------------
    |                   |
    |                   first mutable borrow occurs here
    |                   first borrow later used here
...
694 |             state.pitch = state.pitch.clamp(-1.54, 1.54);
    |             ^^^^^ second mutable borrow occurs here

error[E0502]: cannot borrow `state` as immutable because it is also borrowed as mutable
   --> C:\Users\marce\.cargo\registry\src\github.com-1ecc6299db9ec823\bevy_config_cam-0.2.0\src\lib.rs:694:27
    |
688 |         for ev in state.reader_motion.iter(&motion) {
    |                   ---------------------------------
    |                   |
    |                   mutable borrow occurs here
    |                   mutable borrow later used here
...
694 |             state.pitch = state.pitch.clamp(-1.54, 1.54);
    |                           ^^^^^ immutable borrow occurs here

error[E0502]: cannot borrow `state` as immutable because it is also borrowed as mutable
   --> C:\Users\marce\.cargo\registry\src\github.com-1ecc6299db9ec823\bevy_config_cam-0.2.0\src\lib.rs:697:65
    |
688 |         for ev in state.reader_motion.iter(&motion) {
    |                   ---------------------------------
    |                   |
    |                   mutable borrow occurs here
    |                   mutable borrow later used here
...
697 |             transform.rotation = Quat::from_axis_angle(Vec3::Y, state.yaw)
    |                                                                 ^^^^^ immutable borrow occurs here

error[E0502]: cannot borrow `state` as immutable because it is also borrowed as mutable
   --> C:\Users\marce\.cargo\registry\src\github.com-1ecc6299db9ec823\bevy_config_cam-0.2.0\src\lib.rs:698:50
    |
688 |         for ev in state.reader_motion.iter(&motion) {
    |                   ---------------------------------
    |                   |
    |                   mutable borrow occurs here
    |                   mutable borrow later used here
...
698 |                 * Quat::from_axis_angle(Vec3::X, state.pitch);
    |                                                  ^^^^^ immutable borrow occurs here

Some errors have detailed explanations: E0499, E0502.
For more information about an error, try `rustc --explain E0499`.
error: could not compile `bevy_config_cam` due to 6 previous errors

I am not sure if that is related to bevy main or due to rust itself though

Switch to bevy_dolly as backend

Looking at the refactor branch, I realized that I wanted something more customizable for the users, so switching to bevy dolly 2.0 would allow user to use or create own camera setups quite easily. Blocking for this is getting bevy_dolly stabilized and published to support the current examples in this repository.

Future plans

The Plan:

  • Change rotation of TopDown cam, either a rotation or aligned with player rotation
  • Make FollowBehind actually work, make parenting work (See the issue here)
  • Enable/disable certain or all camera modes
  • Base updating movement of the camera on both the player attached and static camera
  • Merge LookAt and FollowStatic into one and add FollowFree LookAt is now a component Target and is a Library system
  • Merge FPS and Free into one called FPS and have a no-clip and different control-scheme setting (rotation with arrows or mouse etc.) Redesigned and renamed to FPV, with free & first person movement
  • Added example with player physics, player as capsule with a raycast for legs, dynamic bobing or lock player height
  • Finish CamFwd so you can move based on xyz or on where you're looking with the camera Works as an option in fpv RigDriver, See bevy_dolly
  • Allow using the plugin in a separate window Works intrinsically with camera-driven update and using components
  • Keep logic in CamLogic, do not expose internal logic to users Logic moved to the RigDrivers
  • Toggle plugin on/off as a setting Remove components to disable, add 2 plugins, default added components, default none
  • Intergrate bonsairobo's smooth-bevy-cameras Use dolly smooth driver

Support bevy 0.8

Upon adding this line: .add_plugin(ConfigCam):

error: failed to select a version for `web-sys`.
    ... required by package `wgpu v0.12.0`
    ... which satisfies dependency `wgpu = "^0.12.0"` of package `bevy_render v0.7.0`
    ... which satisfies dependency `bevy_render = "^0.7.0"` of package `bevy_core_pipeline v0.7.0`
    ... which satisfies dependency `bevy_core_pipeline = "^0.7.0"` of package `bevy_pbr v0.7.0`

etc.

Probably need to update the wgpu version.

workflow

Hi there! I'm new In rust and bevy, playing around with your module.
Could you share newbie documentation how to use It?
I integrated your module. What for I need this cube? Why It moves? Can I just fly/walk around the scene?
Is this module created for specific reason for control the character or the camera for some game mechanics?
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What is lib2.rs?

I'm going thru the crate, sorting some things (in the bevy_dolly branch) and wondering what lib2 is? If I include it in lib there are quite a few errors through out the file

MMO-Style Camera

Hi there, maybe a MMO-style camera could be a nice addition to the examples. Would definitely help me out as I'm very new to Bevy:-)

Quick outline would be as follows.

  • Camera follows the player entity
  • Player and the camera are rotated while pressing right mouse button (player at rotation centre)
  • Camera but not player is rotated while pressing left mouse button (player at rotation centre)
  • W/A/S/D for movement (A and D move the player sideways but do not rotate the player)
  • Left/right mouse button also allow to change the angle of the camera wrt the player
  • Left/right mouse button hides cursor while pressed
  • Scroll wheel changes distance to player (FOV)

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