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use bevy::{prelude::*, render::{mesh::Indices, pipeline::{PipelineDescriptor, PrimitiveTopology, RenderPipeline}, shader::{ShaderStage, ShaderStages}}}; | |
/// This example illustrates how to add a custom attribute to a mesh and use it in a custom shader. | |
fn main() { | |
App::new() | |
.add_plugins(DefaultPlugins) | |
.add_startup_system(setup) | |
.run(); | |
} |
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use bevy::prelude::shape::{Cube, UVSphere}; | |
use bevy::prelude::*; | |
use rand::Rng; | |
fn main() { | |
App::new() | |
.add_plugins(DefaultPlugins) | |
.add_startup_system(spawn_test_world) | |
.add_startup_system(spawn_character) | |
.run(); |
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sudo apt update | |
curl --proto '=https' --tlsv1.2 -sSf https://sh.rustup.rs | sh -s -- -y | |
source $HOME/.cargo/env | |
git clone https://github.com/bevyengine/bevy.git | |
cd bevy | |
sudo apt install -y g++ pkg-config libx11-dev libasound2-dev libudev-dev libwayland-dev libxkbcommon-dev | |
sudo add-apt-repository ppa:kisak/kisak-mesa -y && sudo apt update && sudo apt install -y mesa-vulkan-drivers | |
cargo run --example bevymark --features wayland |
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theme = "dracula" | |
[editor] | |
line-number = "relative" | |
mouse = false | |
shell = ["nu", "-c"] | |
bufferline = "always" | |
rulers = [100] | |
true-color = true | |
color-modes = true |
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local wezterm = require 'wezterm' | |
local config = {} | |
if wezterm.config_builder then | |
config = wezterm.config_builder() | |
end | |
config.color_scheme = 'Dracula (Official)' | |
config.window_frame = { |