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A-Animation
A-Animation
Make things move and change over time
A-App
A-App
Bevy apps and plugins
A-Art
A-Art
Art, UX or graphic design
A-Assets
A-Assets
Load files from disk to use for things like images, models, and sounds
A-Audio
A-Audio
Sounds playback and modification
A-Build-System
A-Build-System
Related to build systems or continuous integration
A-Camera
A-Camera
User-facing camera APIs and controllers.
A-Color
A-Color
Color spaces and color math
A-Cross-Cutting
A-Cross-Cutting
Impacts the entire engine
A-Dev-Tools
A-Dev-Tools
Tools used to debug Bevy applications.
A-Diagnostics
A-Diagnostics
Logging, crash handling, error reporting and performance analysis
A-ECS
A-ECS
Entities, components, systems, and events
A-Editor
A-Editor
Graphical tools to make Bevy games
A-Gizmos
A-Gizmos
Visual editor and debug gizmos
A-glTF
A-glTF
Related to the glTF 3D scene/model format
A-Graph
A-Graph
Bevy graph functionality
A-Input
A-Input
Player input via keyboard, mouse, gamepad, and more
A-Math
A-Math
Fundamental domain-agnostic mathematical operations
A-Meta
A-Meta
About the project itself
A-Networking
A-Networking
Sending data between clients, servers and machines
A-Physics
A-Physics
Collisions, kinematics, forces and more
A-Picking
A-Picking
Pointing at and selecting objects of all sorts
A-Pointers
A-Pointers
Relating to Bevy pointer abstractions
A-Reflection
A-Reflection
Runtime information about types
A-Rendering
A-Rendering
Drawing game state to the screen
A-Scenes
A-Scenes
Composing and serializing ECS objects
A-Settings
A-Settings
Related to the preferences and settings framework itself
A-States
A-States
App-level states machines
A-Tasks
A-Tasks
Tools for parallel and async work
A-Text
A-Text
Rendering and layout for characters
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