Comments (3)
Good question!
Right now we have been slowly chipping away at making the renderer work on top of Bevy ( #41 ) which has taken a bit of effort and also involved us trying to get WGPU working on OpenGL and Web so that we don't lose support for those platforms in Bevy Retrograde.
We are going to be continuing development as we have time but I have gotten very busy lately so I'm not sure how much time I will have for this in the near future.
That said, because Retrograde will be using Bevy's Renderer after we are done with #41, Bevy Retrograde will end up just a simple plugin pack for Bevy, not doing anything fancy for rendering anymore. In that case, I don't know if there were going to end up a lot more features in Bevy Retrograde anyway, now that we've covered map loading, physics, text, and UI. The biggest things we were thinking of adding in the future were and easy save-data plugin and maybe input mapping plugin, but that's about all we've thought of so far.
Out of curiosity, what kind of features were you going to need that aren't in Bevy Retrograde?
Anyway, hope that answers your question! Let me know if there's anything else you'd like to know. :D
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Thank for the reply!
I don't think there's much in the sense of features, but a maybe functionality that utilises core parts of the library and abstracts common 2D tasks. For example I'm currently trying to figure out how to get world coords using the retrograde_camera to handle moving a sprite to a particular LDTK tile. Bearing in mind I'm a beginner, I'm not sure whether this would be a bevy task or a bevy_retrograde one.
Perhaps I'm answering my own question here and that this is less of a concern for the library, and more so one for me to figure out!
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OK, that makes sense! I could definitely see us including features such as that, but those would probably become more integrated as we started to work with our own games and got a feel for what would be commonly needed, and how we might create an easier API for common tasks.
Definitely feel free to create issues with things you think might be nice for Bevy Retrograde to help you with, and even if we don't get to it right away, it will help give us ideas whenever we get the chance. 👍
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Related Issues (20)
- 🍎 MacOS Support HOT 2
- 👤 A New Name? HOT 1
- 🎥 Migrate To Bevy's Renderer ( + MacOS Support 🍎 ) HOT 2
- use of unstable library feature 'assoc_char_funcs': recently added HOT 2
- failed to get `heron` as a dependency of package HOT 6
- overall polishing needed HOT 6
- 🔍 Alternative Pixel Filtering Modes
- 🎨 Improve Epaint Rendering HOT 1
- I've tried to compile "Hello, World" example, but "translation" seems to be missing from SpriteBundle. There is a position component, though. HOT 4
- Examples not rendering HOT 2
- 🐞 assertion failed: `!gl_dx_interop_device.is_null()` HOT 4
- 🐞 Double window on startup (windows 10) HOT 2
- Problem with the Ldtk loader when running from another project HOT 3
- Accessing world coordinates via cursor_position HOT 4
- Support Bevy v0.7 HOT 5
- Integrate Egui UI HOT 3
- Prepare For 0.3 Release HOT 1
- 🎥 Add Camera Utilities
- Sprite ordering and crate question HOT 1
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