Introduction
1.
Quickstart
1.1.
Launch the game
1.2.
Import a model
1.3.
See through a camera
1.4.
Move objects
1.5.
Play animation
1.6.
Draw 3D objects
1.7.
Manage behaviors with states
1.8.
Respond to events
1.9.
Final touches
1.10.
Recap
2.
Development and Debugging
2.1.
Project structure
2.2.
Workflow
2.3.
Asset management
2.4.
Logging
2.5.
Debugging
3.
World
3.1.
Data representation
3.2.
Scene
3.3.
Coordinates and transform
3.4.
Spawn and discard
3.5.
Time
4.
Rendering
4.1.
PBR: basic idea
4.2.
Mesh
4.3.
Material
4.4.
Texture
4.5.
Light
4.6.
Camera
5.
Physics
5.1.
Rigid-body
5.2.
Movement
5.3.
Collision
6.
Control
6.1.
Character control
6.2.
Animation
6.3.
Camera control
7.
Game State Management
7.1.
Custom events
7.2.
State machine
7.3.
Scheduling
7.4.
Database
8.
UI
8.1.
Text rendering
8.2.
Overlays
8.3.
Using UI frameworks
9.
Visual Effects
9.1.
Realistic or artistic
9.2.
Using current tools creatively
9.3.
Shader
9.4.
Particle
10.
Audio
10.1.
Play
10.2.
Blend
10.3.
Generate
10.4.
3D audio
11.
2D
11.1.
Coordinates and camera
11.2.
Pixel world
11.3.
Discrete world
11.4.
Continuous world and 2D physics
12.
Game Release
12.1.
Before releasing
12.2.
Build command
12.3.
Optimizations
12.4.
Release platforms
Light
Rust
Coal
Navy
Ayu
Learn Bevy Book
Recap
Game development mindset
describe the game world
game \(\to\) player: what will player see (with rendering)
player \(\to\) game: how will our game react to players (with events)
the evolution of the game world: state machines