bevy_save
bevy_save copied to clipboard
A framework for saving and loading game state in Bevy.
Trying to compile my bevy wasm game to use webgpu, I noticed that bevy_save enables bevy/webgl2 feature, which auto-disables webgpu support. Would it be possible to get rid of this...
``` thread 'main' panicked at 'Requested resource bevy_save::registry::RollbackRegistry does not exist in the `World`. Did you forget to add it using `app.insert_resource` / `app.init_resource`? Resources are also implicitly added via...
Setting an upper bound on the number of Rollbacks being stored is important
It may be possible to eliminate the need for reflection when using snapshots. This would dramatically improve the performance of `bevy_save`. See [deflect](https://github.com/hankjordan/bevy_save/tree/deflect) branch
Even when the `bevy_save` save format is stabilized, users will need a way to migrate save files between different versions of their app. Ideally, this should be handled transparently.
Saving and loading should be done asynchronously. If these methods block, saving and loading even moderately sizes worlds may cause a noticeable impact on framerate. This effect is especially bad...
I haven't fixed a couple of tests because I'm unsure of why they are failing in the way they are. The test `test_json` expects that the entities get ids 0,1,2,3,4...