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Bevy Scripting

Although Bevy doesn't directly support scripting, efforts are underway to incorporate it. This crate represents an initial attempt to enable scripting within Bevy's existing framework. It's important to note that this is a work in progress and not yet optimized or complete. As Bevy evolves, significant changes to this API are anticipated.

Why Use Scripts?

  • Update your game mechanics without the need for re-compiling
  • Encapsulating game logic in scripts paves way for modders to create custom content easilly
  • Scripting game logic/UI in a simpler language broadens development accessibility to non-programmers on your team

Features

  • Script management via commands
  • Hot loading
  • Support for multiple scripting languages
  • Extremely flexible bindings
    • Attach bindings to ANY reflect implementing types including foreign types.
    • Globals and bindings are set in one place and translated to all supported languages
    • Broad set of core Bevy bindings generated for you
  • Dynamic systems & components registerable from scripts
    • Scripts can run in parallel to existing rust systems or other scripts
  • Customizable event driven communication between bevy and scripts (on_update, on_init etc..)
  • Documentation generation

Benchmarks

BMS applies continuous benchmarking and the latest benchmark results can be found over at bencher.dev.

The tested scripts themselves are placed in the assets/benchmarks directory.

Support

The languages currently supported are as follows:

Language
Lua
Lua51
Lua52
Lua53
Lua54
Luajit
Luajit52
Luau
Rhai
Rune temporarilly on hold3

Documentation

For examples, installation and usage instructions see our shiny new book

Bevy Compatibility

BMS generates code based on each bevy release, which is why we pin the patch version of bevy too.

bevy_mod_scripting bevy
0.9.5+ 0.15.2
0.9.1+ 0.15.1
0.9 0.15.0
0.8 0.15.0
0.7 0.14
0.6 0.13.1

Supported Platforms

platform is supported?
Windows yes
Linux yes
MacOS yes
WASM no, see this issue

Footnotes

  1. the coverage does not include generated bindings.

  2. The crate strictly enforces no unwrap, expect, panic or todo's via clippy lints.

  3. Due to the recent re-write of the crate, documentation generation as well as rune support are temporarilly on hold. They will likely be re-implemented in the future.