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Undo/redo functionality

1y 6mon ago by lemmy.ml/u/Shatur in bevy@programming.dev from cdn.masto.host

I’m working on a life simulation game with the working title Project Harmonia.

Finished adding undo/redo functionality for all game actions. All logic is also networked using bevy_replicon 🙂

Next, I’m planning to work on house-building to create cities. I planning to implement apartment buildings first.

If you know any games where you can build apartments - let me know. Looking at prior art always helps!

How did you implement the undo/redo logic?

I presume you don't delete the entities on undo but hide them instead? Then you can show them again if redo is triggered?

I have a special trait that generates a reverse command. And store a stack of commands. Here is the source.

I presume you don’t delete the entities on undo but hide them instead?

No, I do a full despawn. Just remember it's data to spawn again thanks to the mentioned trait.

unintentional cross-sbs stereogram