

One way to do this is by leveraging Rust's type system. How can Rust help a team of developers write code that is easy to maintain and less buggy? I've been experimenting with Rust to gauge its suitability as a fullstack programming language for web dev shops.
Bevy engine how to#
Enforcing Api Specs with Traits via demonstrates how to use traits to enforce restful apis. The Pygamer Board Support Crate already uses (an older version of) embedded-graphics, so a lot of these recent advancements can hopefully be made available in it soon. Here are Even More Embedded Graphics Examples Here is a tweet demo'ing of the new UI framework in action.Įmbedded Text: Provides TextBox functionality (how do you flow text into a box, align the text, prevent it from overflowing, etc.) Here is a demo of a typing animation. Here is a tweet demo'ing compound animations (made using the simulator).Įmbedded Graphics GUI: Building upon the low-level code of the embedded-graphics crate, there is work going into building a composable UI framework which allows building more complex UI. Embedded Graphics Updates via embedded-graphics crate is getting close to a 0.7.0 release and lots of cool stuff is now possible.Įmbedded Graphics Simulator: You don't have to run on a device to test your graphics, you can run in the simulator which opens an SDL2 window for previewing.

Bevy engine pro#
It looks like my 2015 MacBook Pro is starting to show its age. Some light reading on Multisample anti-aliasing revealed that most modern GPUs support 2×, 4×, and 8× MSAA samples.

The code for this is straightforward let wheel = shapes :: Circle. I started with the bevy_prototype_lyon example code and made a circle. Fortunately, there is a Bevy plugin called, bevy_prototype_lyon which provides this functionality using lyon, which implements 2D Graphics rendering on the GPU using tessellation. Currently, Bevy does not support drawing custom shapes in an easy way. I'm attempting to build a Rust port of the Wheel of Names JS App using Bevy Game Engine.
