The current "Time and Timers" book page is a mix between theoretical knowledge of how Time works in Bevy and some simple examples of using Time in an application. "The Game Loop" chapter is more appropriate for the theoretical knowledge rather than the applied examples, which would be better suited in a new page within the "Control Flow" chapter.
A new "Timers & Stopwatches" (placeholder name, doesn't have to be exactly this) page in "Control Flow" should:
- Explore Timers and its methods as they relate to setting up game logic.
- Explore Stopwatches and its methods as they relate to setting up game logic.
- Explore the Time-based
common_conditions for running systems based on the conditions.
- Additionally, comparing and contrasting these conditions with using Observers and One-shot systems would be beneficial.
- Reference and link back to the "Time and Timers" page when explaining how these concepts work.
Modifying the existing "Time and Timers" page isn't required until this new page is finished and merged.
The current "Time and Timers" book page is a mix between theoretical knowledge of how Time works in Bevy and some simple examples of using Time in an application. "The Game Loop" chapter is more appropriate for the theoretical knowledge rather than the applied examples, which would be better suited in a new page within the "Control Flow" chapter.
A new "Timers & Stopwatches" (placeholder name, doesn't have to be exactly this) page in "Control Flow" should:
common_conditionsfor running systems based on the conditions.Modifying the existing "Time and Timers" page isn't required until this new page is finished and merged.