Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Update examples readme #983

Merged
merged 1 commit into from
Dec 2, 2020
Merged
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
15 changes: 14 additions & 1 deletion examples/README.md
Original file line number Diff line number Diff line change
Expand Up @@ -33,6 +33,7 @@ git checkout v0.3.0
- [ECS (Entity Component System)](#ecs-entity-component-system)
- [Games](#games)
- [Input](#input)
- [Reflection](#reflection)
- [Scene](#scene)
- [Shaders](#shaders)
- [Tools](#tools)
Expand Down Expand Up @@ -117,7 +118,10 @@ Example | File | Description
`event` | [`ecs/event.rs`](./ecs/event.rs) | Illustrates event creation, activation, and reception
`hierarchy` | [`ecs/hierarchy.rs`](./ecs/hierarchy.rs) | Creates a hierarchy of parents and children entities
`parallel_query` | [`ecs/parallel_query.rs`](./ecs/parallel_query.rs) | Illustrates parallel queries with `ParallelIterator`
`removal_detection` | [`ecs/removal_detection.rs`](./ecs/removal_detection.rs) | Query for entities that had a specific component removed in a previous stage during the current frame.
`startup_system` | [`ecs/startup_system.rs`](./ecs/startup_system.rs) | Demonstrates a startup system (one that runs once when the app starts up)
`system_chaining` | [`ecs/system_chaining.rs`](./ecs/system_chaining.rs) | Chain two systems together, specifying a return type in a system (such as `Result`)
`timers` | [`ecs/timers.rs`](./ecs/timers.rs) | Illustrates ticking `Timer` resources inside systems and handling their state

## Games

Expand All @@ -139,17 +143,26 @@ Example | File | Description
`touch_input_events` | [`input/touch_input_events.rs`](./input/touch_input_input_events.rs) | Prints out all touch inputs
`touch_input` | [`input/touch_input.rs`](./input/touch_input.rs) | Displays touch presses, releases, and cancels

## Reflection

Example | File | Description
--- | --- | ---
`generic_reflection` | [`reflection/generic_reflection.rs`](reflection/generic_reflection.rs) | Registers concrete instances of generic types that may be used with reflection
`reflection_types` | [`reflection/reflection_types.rs`](reflection/reflection_types.rs) | Illustrates the various reflection types available
`reflection` | [`reflection/reflection.rs`](reflection/reflection.rs) | Demonstrates how reflection in Bevy provides a way to dynamically interact with Rust types
`trait_reflection` | [`reflection/trait_reflection.rs`](reflection/trait_reflection.rs) | Allows reflection with trait objects

## Scene

Example | File | Description
--- | --- | ---
`properties` | [`scene/properties.rs`](./scene/properties.rs) | Demonstrates Properties (similar to reflections in other languages) in Bevy
`scene` | [`scene/scene.rs`](./scene/scene.rs) | Demonstrates loading from and saving scenes to files

## Shaders

Example | File | Description
--- | --- | ---
`array_texture` | [`shader/array_texture.rs`](./shader/array_texture.rs) | Illustrates how to create a texture for use with a texture2DArray shader uniform variable
`mesh_custom_attribute` | [`shader/mesh_custom_attribute.rs`](./shader/mesh_custom_attribute.rs) | Illustrates how to add a custom attribute to a mesh and use it in a custom shader
`shader_custom_material` | [`shader/shader_custom_material.rs`](./shader/shader_custom_material.rs) | Illustrates creating a custom material and a shader that uses it
`shader_defs` | [`shader/shader_defs.rs`](./shader/shader_defs.rs) | Demonstrates creating a custom material that uses "shaders defs" (a tool to selectively toggle parts of a shader)
Expand Down