An ergonomic physics API for 2d and 3d bevy games. (powered by rapier)
Heron is in now discontinued. No more features, fixes or support will be provided.
For more details on the reasons, read the announcement
- Use bevy types, resources and components when possible (
Vec3,Quat,Transform,Events, etc.) - Provide a single API that works for both 2d and 3d.
- Data oriented. Using this library should feel like its a part of bevy.
- Avoid asking the user to lookup in resources via handles. Data should be accessible and modifiable directly in components.
- Hide the actual physics engine. This is an implementation detail the user shouldn't have to worry about.
- But, allow advanced users to access the underlying rapier resources, so the user is never blocked by a missing element in the API of heron.
use bevy::prelude::*;
use heron::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(PhysicsPlugin::default()) // Add the plugin
.insert_resource(Gravity::from(Vec3::new(0.0, -9.81, 0.0))) // Optionally define gravity
.add_startup_system(spawn)
.run();
}
fn spawn(mut commands: Commands) {
commands
// Spawn any bundle of your choice. Only make sure there is a `GlobalTransform`
.spawn_bundle(SpriteBundle::default())
// Make it a rigid body
.insert(RigidBody::Dynamic)
// Attach a collision shape
.insert(CollisionShape::Sphere { radius: 10.0 })
// Optionally add other useful components...
.insert(Velocity::from_linear(Vec3::X * 2.0))
.insert(Acceleration::from_linear(Vec3::X * 1.0))
.insert(PhysicMaterial { friction: 1.0, density: 10.0, ..Default::default() })
.insert(RotationConstraints::lock())
.insert(CollisionLayers::none().with_group(Layer::Player).with_mask(Layer::World));
}
// Define your physics layers
#[derive(PhysicsLayer)]
enum Layer {
World,
Player,
Enemies,
}The minimum supported rust version is currently: 1.60
It may be increased to a newer stable version in a minor release. (but only if needed)
It will be increased to the latest stable version in a major release. (even if not needed)
| bevy | heron |
|---|---|
| 0.8 | 4, 5 |
| 0.7 | 3 |
| 0.6 | 1, 2 |
| 0.5 | 0.4 - 0.13 |
| 0.4 | 0.1 - 0.3 |
bevy_rapier plugin is an excellent option and should definitely be considered.
Here are some key differences between the two projects:
herontries to provide a smaller, simpler API that is easier to use.bevy_rapieris more complete and powerful, but a bit more complex.heronis focused on games only.bevy_rapiertargets all kind of physics simulation applications (incl. games).bevy_rapieris actively maintained by dimforge, the developer ofrapier.heronis also active, but cannot evolve as fast asbevy_rapiercan.
heron is probably more suited for simple games and game-jams, where the ease of learn/use is especially valuable and where the lack of advanced feature isn't problematic.
bevy_rapier is probably more suited for bigger/complex games and other types of physics simulations, where it may be better to learn/use a more exhaustive/complex API.
You can open issues/discussions here or you can discuss with me (Jomag#2675) in the bevy discord