bones
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An easy-to-use game engine for making real games.
- [x] `winit` window management. - [x] `bones` primitives rendering ( sprite, atlas sprite, tilemap ). - [ ] `egui` rendering. - [ ] `lyon` debug lines rendering.
It's not something that we have found a hard requirement for yet, but it is something that has come up once or twice for a friend that it's not possible...
A friend of mine just ran into the need to iterate over entities with a component, but not wanting to borrow the component store during iteration. Right now the only...
## Changes - Support generic bounds in struct & enum definitions that use `HasSchema` derive macro - Required for [jumpy#942](https://github.com/fishfolk/jumpy/issues/942) - Move the `static S: OnceLock &'static bones_schema::Schema { use...
`world.get_resource` does this: ```rust #[track_caller] pub fn get(&self) -> Option { let b = self.untyped.get(T::schema()).borrow(); if b.is_some() { Some(Ref::map(b, |b| unsafe { b.as_ref().unwrap().as_ref().cast_into_unchecked() })) } else { None } }...
First saw some of this and discussed on https://github.com/fishfolk/bones/pull/469 - This job just failed due to a large cache being unzipped running out of space on actions runner. https://github.com/fishfolk/bones/actions/runs/11241667423/job/31253700224 While...
For now only implemented async reading of any path specified in a .yaml.
Working on updating bones for jumpy - after updating bones with #475, controller on wasm seems to not map inputs correctly. The confirm / back buttons seem mixed up. Or...
It is easy to accidentally write code that uses something only available with default features - maybe should add a CI step without default features to catch these.
I accidentally merged some clippy violations I think. This updates to latest stable Rust and addresses the clippy lints.