Replies: 3 comments 5 replies
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Not about the content of the template, but why not use a project generator ? |
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I used yours to get up and running (more of a copy paste of the structure as I'm on windows) but for the most part I'm building up my own base project which I can use as a quick start without rewriting a bunch of common things. It currently has workspace crates for:
I'm currently looking at a way to write a generic data loader for RON data files to load game data, but I'm not sure it will be as easy to support using the existing asset loader pipeline as is hoped. I might submit a PR to bevy for this. |
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It seems like it could be useful to have specific templates for different kinds of games. Like a "deploy this template and you'll have a working top-down adventure-style character walking around a small map". Then a person can deploy the template and start modifying to learn how things work, which sometimes is a lot easier to do that to start making and can be done without a ton of guidance depending on how simple the example is or how easy the engine is to understand at all. We cold have templates for stuff like:
They could be super minimal, but just enough to give the user an idea of how to use it for a certain purpose, or at least to get started. Not sure how much of a demand there is for this, just a thought. |
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TL;DR: What features in a project template (or the script that configures a project template) would you find most useful?
Long version:
I've created the
bevy_template
project to make it easier to create a Bevy project and not have to configure it from scratch.Right now it's mostly focused on configuring things to enable fast compilation, and it works best (has the most features) on macOS -- because I use macOS.
I'm asking partly because I want to try out this beta "Discussions" feature, and partly because I really want to know what folks would find useful in a project template. 😁
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