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Migrate physics sim loop into Bevy ECS#1

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Orbitix merged 3 commits intobevyfrom
copilot/continue-switch-to-bevy
Feb 5, 2026
Merged

Migrate physics sim loop into Bevy ECS#1
Orbitix merged 3 commits intobevyfrom
copilot/continue-switch-to-bevy

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Copilot AI commented Feb 4, 2026

The physics simulation previously relied on a macroquad main loop. This change moves the simulation into Bevy’s ECS and rendering flow while keeping the same behaviors and controls.

  • Simulation systems
    • Port collision, boundary resolution, and integration into Bevy Update systems
    • Centralize simulation configuration/state as resources
  • Rendering + UI
    • Render balls via Mesh2d + ColorMaterial
    • Replace macroquad HUD with Text2d overlays anchored in centered coordinates
  • Input + spawning
    • Handle mouse/keyboard input with Bevy input resources
    • Spawn balls at cursor with screen-to-world conversion
let world_cursor = Vec2::new(
    cursor.x - window.width() / 2.0,
    window.height() / 2.0 - cursor.y,
);

💡 You can make Copilot smarter by setting up custom instructions, customizing its development environment and configuring Model Context Protocol (MCP) servers. Learn more Copilot coding agent tips in the docs.

Copilot AI and others added 2 commits February 4, 2026 23:38
Co-authored-by: Orbitix <84249463+Orbitix@users.noreply.github.com>
Co-authored-by: Orbitix <84249463+Orbitix@users.noreply.github.com>
Copilot AI changed the title [WIP] Continue transition to Bevy as the game engine Continue migration to Bevy simulation loop Feb 4, 2026
Copilot AI requested a review from Orbitix February 4, 2026 23:49
Copilot AI changed the title Continue migration to Bevy simulation loop Migrate physics sim loop into Bevy ECS Feb 4, 2026
@Orbitix Orbitix marked this pull request as ready for review February 5, 2026 08:38
@Orbitix Orbitix merged commit c9e0681 into bevy Feb 5, 2026
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@Orbitix Orbitix deleted the copilot/continue-switch-to-bevy branch February 5, 2026 08:39
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2 participants