A frontend to Assets purchased on Epic Games Store

Overview

Discord Build Status

Epic-Asset-Manager

A frontend to Assets purchased on Epic Games Store

Current Screenshot

Screenshot from 2021-04-05 03-15-03

Install

Arch Linux

Use the AUR package

Build flatpak

meson _build --prefix=/usr --reconfigure;

Build from source

  • Install rust using rustup
  • Install the stable toolchain
rustup install stable
rustup default stable
  • Install dependencies: gtk3 libsoup webkit2gtk
  • Clone the repository
git clone [email protected]:AchetaGames/Epic-Asset-Manager.git
  • Move into the repository
cd Epic-Asset-Manager
  • Configure the project
meson _build --prefix=/usr
  • Build the project (the resulting binary is in target/release/epic_asset_manager)
ninja -C _build
  • Or install the project
ninja -C _build install

Action video

Youtube Video

Comments
  • Download progress freezes, speed decreases until it halts. Unable to open Nautilus and others without closing the app.

    Download progress freezes, speed decreases until it halts. Unable to open Nautilus and others without closing the app.

    Describe the bug I'm downloading the City Sample project through your app. The download progress suddenly freezes at one value after about 5-10 minutes. The system monitor still shows that some progres is being made, but I'm getting around 1-2MB/S instead of 20MB/S when the app in unfrozen. There was a regression on the latest 3.0 version in this regard. The version prior would still have this problem, but much less frequent. I was able to download around 78GB of the 92GB that the project needs, but since 3.0 it's taking way to long to download. Restarting the app fixes it for another 5-10 minutes. But the app has to read the already downloaded 70+ every restart, which is pretty bad. There's also a linked problem that Nautilus doesn't launch at all after the download progress freezes. As well as sometimes restarting the app doesn't show my full library and I can't continue downloading the project again.

    To Reproduce Steps to reproduce the behavior:

    1. Select City Sample UE5 Project to download.
    2. Wait around 5-10 minutes to see that the download progress doesn't respond.
    3. Try opening up Nautilus. The icon switches to a spinning cirle and the app never launches.

    Expected behavior The download progress in app should continue to work and the download speed shouldn't go down, until grinding to a halt. It shouldn't need to be restarted every 15 minutes, reading through dozens of GB every time, to continue the download.

    Screenshots I can't post a screenshot because the screenshot tool doesn't launch as well during the bug happening.

    Desktop (please complete the following information):

    • OS: Fedora Linux 35, Kernel - 5.16.18-200.fc35.x86_64, GNOME 41.5
    • Hardware: CPU: Intel i5-10400, GPU: NVIDIA GeForce RTX 3060, Memory: 16GB
    opened by jkrhu 22
  • EULA fails to validate

    EULA fails to validate

    Describe the bug

    I was hoping to try the engine download, yet I keep being faced with EULA Accepted? Please sign the EULA to continue. However, I have already accepted the EULA. After digging around I found out that the EULA fails to load immediately when I open the app.

    I'm using Flatpak on Pop_OS! 22.04.

    To Reproduce Steps to reproduce the behavior:

    1. Open the App using the terminal (flatpak run io.github.achetagames.epic_asset_manager), after configuration.
    2. Look at terminal messages
    3. Notice <epic_asset_manager::tools::epic_web> - [ERROR] - Failed to parse EULA json: error decoding response body: invalid type: null, expected struct HasAccountAccepted at line 1 column 743
    4. Go to Engines > Install Engine.
    5. See EULA Accepted? Please sign the EULA to continue message.

    OR

    1. Open the App using the terminal (flatpak run io.github.achetagames.epic_asset_manager), after configuration.
    2. Go to Engines > Install Engine.
    3. See EULA Accepted? Please sign the EULA to continue message.
    4. Click Revalidate
    5. "Nothing" happens
    6. Look at terminal messages
    7. Notice <epic_asset_manager::tools::epic_web> - [ERROR] - Failed to parse EULA json: error decoding response body: invalid type: null, expected struct HasAccountAccepted at line 1 column 743

    Expected behavior

    1. Open the App after configuration.
    2. Go to Engines > Install Engine.
    3. See EULA Accepted message.
    4. Install UE5

    Screenshots

    image

    Desktop (please complete the following information):

    • OS: Pop_OS! 22.04
    • Browser: Firefox 103

    Additional context

    I believe the issue is that the graph call is returning null instead of returning the expected values. My guess is that there were changes in the graph callback API or because my account is "old" it makes use of outdated calls.

    The terminal logs are the following:

    $ flatpak run io.github.achetagames.epic_asset_manager 
    <epic_asset_manager> - [DEBUG] - /app/share/epic_asset_manager
    <epic_asset_manager> - [DEBUG] - 
    <epic_asset_manager> - [DEBUG] - 3.6.1
    <epic_asset_manager::application> - [INFO] - Epic Asset Manager (io.github.achetagames.epic_asset_manager)
    <epic_asset_manager::application> - [INFO] - Version: 3.6.1 ()
    <epic_asset_manager::application> - [INFO] - Datadir: /app/share/epic_asset_manager
    <epic_asset_manager::application::imp> - [DEBUG] - GtkApplication<EpicAssetManager>::startup
    <epic_asset_manager::tools::epic_web> - [ERROR] - Failed to parse EULA json: error decoding response body: invalid type: null, expected struct HasAccountAccepted at line 1 column 743
    

    The code seems to end up here:

    https://github.com/AchetaGames/Epic-Asset-Manager/blob/470217d80c799d3e5da19b1d4e63a9867c18783b/src/tools/epic_web.rs#L144

    opened by RicardoEPRodrigues 21
  • vs code not detected c++ UE5

    vs code not detected c++ UE5

    Describe the bug title says it all

    To Reproduce Steps to reproduce the behavior:

    1. install the flatpak
    2. create new UE5 project
    3. Go to create new c++ class
    4. it says vs code is not installed, even though I gave UE5 full access to my file system
    opened by Etaash-mathamsetty 6
  • Can not open UE5 created projects with Rider (IDE)

    Can not open UE5 created projects with Rider (IDE)

    Describe the bug If I used the downloaded (via EpicAssetManager) UE5 Version to create a C++ Project. The projects builds / compiles fine in engine. But if I try to open the project with Jetbrains Rider (IDE) the project does not load at all.

    To Reproduce Steps to reproduce the behavior:

    1. Have Arch Based Linux Distribution
    2. Install dependencies: mono, mono-msbuild, dotnet-sdk
    3. Install Unreal Engine 5.0.2
    4. Start up the Engine
    5. Create a new C++ Project
    6. Project is building / compiling successfully using the engine itself...
    7. Go to Editor -> Editor Preferences -> Source Code
    8. Set Rider as Source Code Acessor
    9. In Unreal Engine: Tools -> Refresh Rider Uproject Files
    10. Load the Project with Rider by opening the .uproject File

    Expected behavior The Newly created UE5 C++ Project is successfully loaded

    ** What happens instead** The project can not be loaded at all.

    Desktop:

    • OS: EndeavourOS
    • System Libs: mono, mono-msbuild, dotnet-sdk
    • The UE5 Bundles mono, dotnet and msbuild libs seems to be there as well (hooked these up in Rider)
    • Browser: Google-Chrome
    • Epic Asset Manager Version: 3.5.0 (Flatpak)

    Unreal Build Tool Tab (in Rider):

    Setting up Unreal Engine 5 project files...
    
    Setting up bundled DotNet SDK
    /home/tom_coursow/UnrealEngine/dev-5.0.2/Engine/Binaries/ThirdParty/DotNet/Linux/sdk/3.1.401/Microsoft.Common.CurrentVersion.targets(4167,5): warning MSB3245: Could not resolve this reference. Could not locate the assembly "Ionic.Zip.Reduced". Check to make sure the assembly exists on disk. If this reference is required by your code, you may get compilation errors. [/home/tom_coursow/UnrealEngine/dev-5.0.2/Engine/Source/Programs/UnrealBuildTool/UnrealBuildTool.csproj]
    Platform/Android/AndroidAARHandler.cs(13,7): error CS0246: The type or namespace name 'Ionic' could not be found (are you missing a using directive or an assembly reference?) [/home/tom_coursow/UnrealEngine/dev-5.0.2/Engine/Source/Programs/UnrealBuildTool/UnrealBuildTool.csproj]
    Platform/IOS/IOSToolChain.cs(14,7): error CS0246: The type or namespace name 'Ionic' could not be found (are you missing a using directive or an assembly reference?) [/home/tom_coursow/UnrealEngine/dev-5.0.2/Engine/Source/Programs/UnrealBuildTool/UnrealBuildTool.csproj]
    Platform/IOS/IOSToolChain.cs(15,7): error CS0246: The type or namespace name 'Ionic' could not be found (are you missing a using directive or an assembly reference?) [/home/tom_coursow/UnrealEngine/dev-5.0.2/Engine/Source/Programs/UnrealBuildTool/UnrealBuildTool.csproj]
    Platform/Mac/MacToolChain.cs(11,7): error CS0246: The type or namespace name 'Ionic' could not be found (are you missing a using directive or an assembly reference?) [/home/tom_coursow/UnrealEngine/dev-5.0.2/Engine/Source/Programs/UnrealBuildTool/UnrealBuildTool.csproj]
    Platform/Mac/UEDeployMac.cs(10,7): error CS0246: The type or namespace name 'Ionic' could not be found (are you missing a using directive or an assembly reference?) [/home/tom_coursow/UnrealEngine/dev-5.0.2/Engine/Source/Programs/UnrealBuildTool/UnrealBuildTool.csproj]
    Platform/TVOS/TVOSToolChain.cs(13,7): error CS0246: The type or namespace name 'Ionic' could not be found (are you missing a using directive or an assembly reference?) [/home/tom_coursow/UnrealEngine/dev-5.0.2/Engine/Source/Programs/UnrealBuildTool/UnrealBuildTool.csproj]
    Platform/TVOS/TVOSToolChain.cs(14,7): error CS0246: The type or namespace name 'Ionic' could not be found (are you missing a using directive or an assembly reference?) [/home/tom_coursow/UnrealEngine/dev-5.0.2/Engine/Source/Programs/UnrealBuildTool/UnrealBuildTool.csproj]
    GenerateProjectFiles ERROR: Failed to build UnrealBuildTool
    

    Problems Tab (in Rider):

    Solution 'Rider1' load failed
    
    Failed to generate project model definition files for the project file.
    

    Rider Toolset and Build Settings: image

    Configured all Unreal Bundled mono, dotnet and msbuild paths... But I also tried switching all 3 main path to my system related mono / mono-sgen, dotnet and mono-msbuild & dotnet msbuild paths... All seem to have the same issue with the Ionic DLL... The Ionic.Zip.Reduced.dll itself seems to be present in 2 of the engine directories...

    • dev-5.0.2/Engine/Binaries/DotNET/AutomationTool/Ionic.Zip.Reduced.dll
    • dev-5.0.2/Engine/Binaries/DotNET/UnrealBuildTool/Ionic.Zip.Reduced.dll

    Jetbrains Rider Support Contact: The Jetbrains support told me that this is probably not a Rider issue but some UE5 Dependency issue... ( https://forums.unrealengine.com/t/unresolved-references/314030 ) I found a Setup.sh in /dev-5.0.2/Engine/Build/BatchFiles/Linux but if I execute that file I get:

    Installing a bundled clang toolchain
    ./Setup.sh: Line 47: ./SetupToolchain.sh: Not found File or Directory
    

    Additional Info: UE4.27.2 Engine (downloaded via EpicAssetManager) created projects work fine...

    opened by TomCoursow 4
  • Login process stuck on

    Login process stuck on "Authenticating"

    Describe the bug The program gets stuck on the "Authenticating" screen after entering your sid on Manjaro KDE.

    To Reproduce Steps to reproduce the behavior:

    1. Open pamac
    2. Search for Epic Asset Manager
    3. Download the flatpak
    4. Open and enter SID
    5. Observe perpetual loading issue

    Expected behavior The login should complete and the application should run as normal.

    Screenshots Screenshot_20211101_153654

    Desktop (please complete the following information):

    • OS: Manjaro x86 Stable (KDE Plasma 5.22.5)
    • Browser: Firefox
    • Version: 2.7.3
    opened by iSaluki 4
  • Blank Library screen

    Blank Library screen

    Describe the bug After starting the app through flatpak, the Library screen is blank, with no content.

    To Reproduce

    1. $ flatpak run io.github.achetagames.epic_asset_manager
    2. Click Library
    3. The Library is blank
    4. A banner appears at the bottom with the message: org.freedesktop.Secret.Service not available for use, secrets stored insecurely!

    Desktop (please complete the following information):

    • OS: Ubuntu 22.04
    • Epic-Asset-Manager: 3.5.2

    Additional context I can log in successfully. Projects and Engines also appear correctly. The debug log printed to the console is attached.

    debug.log

    opened by bugporter-dev 3
  • Installing UE Plugin Panics

    Installing UE Plugin Panics

    Describe the bug When installing Apparatus ECS plugin on UE4, I get this immediately after the download starts: thread 'Download Pool' panicked at 'called `Result::unwrap()` on an `Err` value: Message { msg: "u128 is not supported", location: None }', src/ui/widgets/download_manager/mod.rs:536:64

    To Reproduce Steps to reproduce the behavior:

    1. Install Apparatus plugin

    Expected behavior Installs plugin properly

    Screenshots If applicable, add screenshots to help explain your problem.

    Desktop (please complete the following information): Linux 5.10.84-1-MANJARO #1 SMP PREEMPT Wed Dec 8 09:50:30 UTC 2021 x86_64 GNU/Linux

    Additional context This is the output with full backtrace:

    $ RUST_BACKTRACE=full /usr/bin/flatpak run --branch=stable --arch=x86_64 --command=epic_asset_manager --file-forwarding io.github.achetagames.epic_asset_manager
    thread 'Download Pool' panicked at 'called `Result::unwrap()` on an `Err` value: Message { msg: "u128 is not supported", location: None }', src/ui/widgets/download_manager/mod.rs:536:64
    stack backtrace:
       0:     0x55e57feb517c - <unknown>
       1:     0x55e57fedd21c - <unknown>
       2:     0x55e57feadfd5 - <unknown>
       3:     0x55e57feb7160 - <unknown>
       4:     0x55e57feb6d17 - <unknown>
       5:     0x55e57feb7814 - <unknown>
       6:     0x55e57feb72f0 - <unknown>
       7:     0x55e57feb5644 - <unknown>
       8:     0x55e57feb7259 - <unknown>
       9:     0x55e57f5f8831 - <unknown>
      10:     0x55e57f5f8923 - <unknown>
      11:     0x55e57f6ad603 - <unknown>
      12:     0x55e57f968f31 - <unknown>
      13:     0x55e57f96acff - <unknown>
      14:     0x55e57febe7e3 - <unknown>
      15:     0x7f586424e3ba - <unknown>
      16:     0x7f5864027b03 - clone
      17:                0x0 - <unknown>
    
    opened by tdbgamer 3
  • Asset download freezes sometimes

    Asset download freezes sometimes

    Sometime, downloading an asset just freeze. Download starts but after a while it stop and nothing moves after that.

    If I launch the tools in a terminal, in that case, I can see the following error:

    Allocating size to AdwGizmo 0x5572d5b09f60 without calling gtk_widget_measure(). How does the code know the size to allocate? thread 'Download Pool' panicked at 'calledResult::unwrap()on anErrvalue: reqwest::Error { kind: Request, url: Url { scheme: "https", cannot_be_a_base: false, username: "", password: None, host: Some(Domain("fastly-download.epicgames.com")), port: None, path: "/Builds/Rocket/Automated/EnginePlugins/FirstPersonCharacter/CloudDir/ChunksV3/59/C4101E0AC6A10B91_08D4E8864EBB463D989BB38584EB1A6A.chunk", query: None, fragment: None }, source: TimedOut }', src/ui/widgets/download_manager/mod.rs:594:59 note: run withRUST_BACKTRACE=1environment variable to display a backtrace

    It seems to occur randomly.

    Relaunching the same download does nothing.

    If I close the program, the windows disappears but there is still an "epic_asset_manager" process that runs in background and take some CPU time (6% on my Ryzen 3700x CPU). I can't relaunch the program in that state I must kill the process Once done, I can relaunch the tool.

    Perhaps, having a button to stop or restart a download could be a good work around

    My system is Manjaro Gnome up to date

    opened by LaurentOngaro 3
  • I can't start the engine through EAM. the launch button is opaque

    I can't start the engine through EAM. the launch button is opaque

    image

    it's just been like this since the last flatpak update

    not what to play just install some version that it does not give the option to start by EAM

    fedora 37

    opened by EtereosDawn 2
  • Epic Now Offers Engine Binaries for Linux

    Epic Now Offers Engine Binaries for Linux

    Is your feature request related to a problem? Please describe. Since Epic Games now uploads Linux binaries for Unreal Engine to their website ( see here ), it might be a good idea to give the user an option to download from there, rather than from the current Docker version of the engine.

    Describe the solution you'd like The application could get the binary from Epic's website rather than through the current method.

    Describe alternatives you've considered Alternatively, the user could be given the option to choose between two download sources (Official Binary or Docker).

    opened by cachandlerdev 2
  • Github auth panic

    Github auth panic

    Describe the bug Authing with github results in silent error, unable to proceed.

    To Reproduce Steps to reproduce the behavior:

    1. flatpak install flathub io.github.achetagames.epic_asset_manager
    2. Auth with EGS
    3. Attempt to add Engine
    4. Click 'configure github token in Preferences'
    5. Supply username and token

    Expected behavior Expected to be authed with github

    Desktop Linux 5.17.0-249-tkg-cfs-llvm Arch linux Flatpak 1.12.7 Nvidia 510.60.02

    Error RUST_BACKTRACE=full flatpak run io.github.achetagames.epic_asset_manager

    thread '<unnamed>' panicked at 'called `Result::unwrap()` on an `Err` value: Reqwest(reqwest::Error { kind: Status(403), url: Url { scheme: "https", cannot_be_a_base: false, username: "", password: None, host: Some(Domain("ghcr.io")), port: None, path: "/v2/epicgames/unreal-engine/tags/list", query: None, fragment: None } })', src/ui/widgets/logged_in/engines/engine_detail.rs:600:30
    stack backtrace:
       0:     0x55a074a0113c - <unknown>
       1:     0x55a074a2bb8c - <unknown>
       2:     0x55a0749f82b3 - <unknown>
       3:     0x55a074a03b02 - <unknown>
       4:     0x55a074a036e5 - <unknown>
       5:     0x55a074a04153 - <unknown>
       6:     0x55a074a03e70 - <unknown>
       7:     0x55a074a015e4 - <unknown>
       8:     0x55a074a03ba9 - <unknown>
       9:     0x55a074027c51 - <unknown>
      10:     0x55a074027d43 - <unknown>
      11:     0x55a07417f238 - <unknown>
      12:     0x55a0741ec847 - <unknown>
      13:     0x55a074a0c2e3 - <unknown>
      14:     0x7ff9d5c853ba - <unknown>
      15:     0x7ff9d5a5eb03 - clone
      16:                0x0 - <unknown>
    
    opened by NSQY 2
  • Fails with gskgl error when attempting to download a second time.

    Fails with gskgl error when attempting to download a second time.

    I can get EAM to work to download at most one or two projects before it quits with this error:

    Gsk:ERROR:../gtk/gsk/gl/gskglrenderjob.c:3933:gsk_gl_render_job_visit_node_with_offscreen: code should not be reached Aborted(core dumped).

    Running from the AUR version (Arch Linux). Mesa 22.2.3 Radeon 6600

    opened by nonfatmatt 0
  • Epic-Asset-Manager crashes and closes the window after clicking and adding multiple assets to a download queue

    Epic-Asset-Manager crashes and closes the window after clicking and adding multiple assets to a download queue

    Describe the bug Epic-Asset-Manager crashes and closes the window after clicking and adding multiple assets to a download queue

    To Reproduce Epic-Asset-Manager crashes and closes the window after clicking and adding multiple assets to a download queue

    Expected behavior The ideal is to download multiple assets in a queue, without closing or crashing Epic-Asset-Manager.

    Desktop (please complete the following information):

    • OS: Ubuntu 22.04.1 LTS
    • Browser Google chrome Version 107.0.5304.110 (Official Build) (64-bit)

    Additional context If the Epic-Asset-Manager crashes or closes, ideally, the download queue returns with the same download queue and status that it was in before the crash, so that we can continue the downloads.

    opened by firebitsbr 5
  • [Feature Request] Pause engine download and resume later

    [Feature Request] Pause engine download and resume later

    Is your feature request related to a problem? Please describe.

    Pause is disabled, but now we can wget -c the download.

    Describe the solution you'd like

    A way to pause UE download (official binaries not docker) and resume it later; enabling the pause button.

    Describe alternatives you've considered

    Go to the website, right-click the "Download" button, and copy the link. Also, copy the file name on the website. Then, run this command:

    wget -c <LINK> -O <FILENAME>
    

    Sometimes you need to get a new link, but the process is the same and the download will be resumed afterward.

    Additional context Add any other context or screenshots about the feature request here.

    opened by Mistreaper 0
  • No other engine versions available

    No other engine versions available

    Describe the bug In the Engines tab there are no other engine versions available aside of 5.0.3 official, also there are no docker version available as well. Don't know if it's something to do with the flatpak version.

    To Reproduce Steps to reproduce the behavior:

    1. Go to 'Engines' tab
    2. Click on 'Official'
    3. Check the Available versions in the drop down menù
    4. Click on 'Docker'
    5. Drop Down menù 'Available versions' greyed out

    Desktop (please complete the following information):

    • Manjaro Linux x86_64 (Arch-based)
    • Kernel version 5.19.7-1-MANJARO
    • DE Gnome 42.4
    opened by Mister-333 3
  • Relogin Request Failed on Manjaro Linux

    Relogin Request Failed on Manjaro Linux

    Describe the bug after login for the first time , it keeps ask me to log in again every-time with Relogin Request Failed error , so if I log in now and then close the app and open it again it will ask me to log in again

    • may be you need to update you software in AUR package

    Desktop :

    • Manjaro Linux (Arch Based)

    Screenshots

    image

    opened by Osama-Gamal 3
  • [Feature Request] Allow modification of Engine Association

    [Feature Request] Allow modification of Engine Association

    Is your feature request related to a problem? Please describe. I mostly work on C++ Unreal Engine projects, thus I have little need to directly open the engine without the IDE. I tend to open my IDE (Rider), then compile the code and run the engine from there. Additionally, I tend to work with colleagues that use Windows, thus the .uproject file tends to describe the EngineAssociation field as 5.0 and not my installed engine GUID.

    My IDE, Rider, detects the engine by looking at the project's EngineAssociation field. Currently, I need to open the file and set the field by hand (as the Epic-provided build does not have bundled the Engine Version Selector). If possible, I would like to have the ability to do that from the Epic Asset Manager.

    Describe the solution you'd like I envision a dropdown option in the Project details, that would allow me to override the EngineAssociation field. The dropdown would contain a list of the available engines in the system. Upon selecting one of the engines, the .uproject file would be updated with the EngineAssociation field now containing the respective engine GUID. A screenshot of what I envisioned can be seen below.

    Describe alternatives you've considered While this is an easy option, I do understand that the proposed solution has some design flaws. The dropdown performs an action without user confirmation. Adding a user confirmation to a dropdown is not a standard practice and is not usual for users, thus creating confusion.

    Another solution can be to allow the selection of the Engine in its current dropdown and have a button near the Engine Association to override the current option with the selected engine.

    Yet another is to have the Launch button override that option before launching the engine. This solution might be confusing and might not deal with the problem well.

    Additional context

    Screenshot from 2022-08-11 12-09-26

    opened by RicardoEPRodrigues 5
Releases(v3.8.2)
Owner
Acheta Games
Acheta Games
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