Trent · @sleepytea
16 followers · 8 posts · Server mastodon.gamedev.place

My response blog for the 3rd birthday of the game engine!

trent.kiwi/bevy-three-years

#bevy #rustlang

Last updated 1 year ago

Alice I. Cecile · @alice_i_cecile
1150 followers · 176 posts · Server mastodon.gamedev.place

Alright, that's all 12 PRs for that were ready this week. 12/12 on mergeability, which is always really nice.

In case you missed it, I *just* wrote a post about how Bevy's community review and merging process works! If you found this interesting and want to know a bit more about the details, give it a read :)

leafwing-studios.com/blog/tria

#bevy

Last updated 1 year ago

Eibriel · @eibriel
122 followers · 350 posts · Server sigmoid.social
הלל Hillel · @shabool
51 followers · 52 posts · Server tooot.im


עשיתי שאפשר למקם את האובייקטים השונים על ידי לחיצה על קליק שמאלי בעכבר, והוזפתי צבעים

משחק
tmanon.github.io/learn_sandbox
גיטהאב github.com/Tmanon/learn_sandbo

@privacyfoss

#לוגמשחק_שבול #פיתוח_משחקים #bevy

Last updated 1 year ago

Alice I. Cecile · @alice_i_cecile
1142 followers · 158 posts · Server mastodon.gamedev.place

's Assets v2 PR by @cart is merged! This is a wholesale rewrite of our asset handling system, taking into account the things we've learned over the past few years and the real need of serious professionals.

It's been exciting to watch, as the community has helped him refine the core design, discover problems and requirements, and polish it up to a basically usable MVP. Asset preprocessing and dependencies!

Requirements: github.com/bevyengine/bevy/dis
The PR: github.com/bevyengine/bevy/pul

#bevy #gamedev

Last updated 1 year ago

Couch Chilis · @couchchilis
4 followers · 38 posts · Server mastodon.gamedev.place

Happy to share our upcoming Sudoku app led to another upstream fix, this time for : github.com/rust-windowing/wini

#winit #bevy #rust

Last updated 1 year ago

Grayson Head · @Darkside
7 followers · 13 posts · Server hachyderm.io

Using a subset of the ASTER digital elevation model to deform the geometry of a sphere. Obviously its extremely exaggerated, but everything appears to line up!

This little pet project has taught me an awful lot more about geodetic systems, trig, and geometry than I ever learned in school.

#rust #gamedev #gis #nasa #geography #bevy

Last updated 1 year ago

Rouven Spreckels · @rs
22 followers · 16 posts · Server pub.qu1x.one

Announcing the coherent trackball camera plugin for . It uses an alternative technique based on the exponential map to induce intuitive camera rotations from mouse and touch inputs. You can try the Wasm/WebGL examples in your browser.

qu1x.github.io/bevy_trackball/

#bevy #bevyengine #gamedev #rustlang

Last updated 1 year ago

Alice I. Cecile · @alice_i_cecile
1139 followers · 148 posts · Server mastodon.gamedev.place

Phew, I think that may have been the biggest of all time. Thanks a ton to all of the contributors, issue openers and reviewers to , it's remarkable to see the impact that some focused work from even a single individual can have over time.

Thanks for following along; I'll see y'all next week!

#bevymergetrain #bevy

Last updated 1 year ago

Hendrik Mans · @hmans
99 followers · 135 posts · Server mastodon.gamedev.place

Hat tip to @alfredbaudisch for pointing me towards this cool proposal for some new scene/UI composition bits in . A hot-reload-enabled, high-level scene description DSL on top of lower-level Bevy ECS code feels very exciting to me.

github.com/bevyengine/bevy/dis

#bevy

Last updated 1 year ago

Alice I. Cecile · @alice_i_cecile
1122 followers · 108 posts · Server mastodon.gamedev.place

@cart has a really interesting comprehensive proposal about the future of in .

Some really interesting ideas there: a custom unusually terse scene format, data-driven UI definitions, unification between UI and gameplay scenes, hot reloading, reactivity and much more.

Great to see such heavy inspiration from the extensive community experiments!

github.com/bevyengine/bevy/dis

#rust #ui #bevy

Last updated 1 year ago

Mike Burr · @mburr
10 followers · 155 posts · Server stranger.social

, I would like to modify a by adding and deleting vertexes.

If I have a mechanism to add a vertex and edges on the outside of a shape and drop orphaned vertexes on the inside of the shape.

Is there a (comprehensible) way to update the index if we modify a `Mesh` in the above way?

I think this amounts to a "patch"; there's always some simplest way to represent the change. Is there such a thing?

Call me out if I make no sense.

General schooling and tips also appreciated!! ;-)

#bevy #mesh

Last updated 1 year ago

sirdorius · @sirdorius
6 followers · 53 posts · Server mastodon.gamedev.place

Nbody sim in and

It only dips below 60FPS when recording, but still a lot of optimizations to do.

#rust #bevy #gamedev #indiedev

Last updated 1 year ago

Jan :rust: :ferris: · @janriemer
581 followers · 4298 posts · Server floss.social

@bevy will blow up within the next 2 years. 🚀

#prediction #bevy #gameengine #Rust #rustlang

Last updated 1 year ago

Lumber · @lumber
14 followers · 43 posts · Server mastodon.gamedev.place

So has so many wonderful examples, but when you're looking for something simple in rendering, all of the examples tend to look way more complex than what you need. So I decide "naw, none of these are it", so I went and read a bunch of code & examples and wrote my own:

gist.github.com/dmlary/3822b5c

Then some of the rendering people in the discord directed me to the post-processing example, and after understanding things I saw it was what I needed. Learning is great! (and updated my gist)

#bevy

Last updated 1 year ago

Lumber · @lumber
14 followers · 43 posts · Server mastodon.gamedev.place

But as a break from the tile editing, I decided why not implement an infinite hex-grid shader in ; I'm gonna need it eventually, right 🤷‍♂️.

So I started with looking at bevy_infinite_grid: github.com/ForesightMiningSoft

Ok, very much in over my head. Went looking for a very dumb example of running a shader in bevy. No uniforms, no craziness, just let me act like this is shadertoy.

#bevy

Last updated 1 year ago

Lumber · @lumber
14 followers · 39 posts · Server mastodon.gamedev.place

After three implementations (minimum to make something not cruft) I got saving & loading working. Also got layers working too!

The level editor finally hit a place where it was minimally functional, so I shared the code as reference for how to do a bunch of things in

github.com/dmlary/bevy-hex-san

#bevy

Last updated 1 year ago

Lumber · @lumber
14 followers · 37 posts · Server mastodon.gamedev.place

At this point I took a few steps back and reconsidered what I was doing. I realized I shouldn't be saving Components for a map editor. This is a generic editor for the moment so I can learn things. The output should be a fixed format, not whatever trash I happen to have in my components at the time (there's a lot; you'll see).

So I took another approach:
Take the entities in the world and construct an intermediate Map representation, and serialize that.

#bevy

Last updated 1 year ago

Lumber · @lumber
13 followers · 35 posts · Server mastodon.gamedev.place

I did this research into reflect internals because I started doing load/save with `bevy_save`. I was misuing it to generate multiple save files in user-specified locations. It gave me a good jumping off point, but ended up being a dead-end.

`bevy_save` deserialization is done via reflection. Right now every type (even nested types) must be registered with bevy_reflect for this to work. I also hit some Hash reflect headaches too.

Both of these have open PRs, so they'll be resolved.

#bevy

Last updated 1 year ago

Lumber · @lumber
13 followers · 31 posts · Server mastodon.gamedev.place

Went down the rabbit-hole of & . Managed to get something "functional", but it was utterly unmaintainable code. I built a tileset palette and was able to draw on screen, but it was limited in how I was using egui.

Code for the tileset picker: gist.github.com/dmlary/05d79ee

#egui #bevy

Last updated 1 year ago