Working on a new gamedev project!
scrolling through #showcase and #crates channels in the #bevyengine discord is so inspiring. I wish I had more time to make games with all of the cool things people make.
@johanhelsing 's work is amazing as always
https://github.com/johanhelsing/bevy_gaff
A portals implementation: https://github.com/Selene-Amanita/bevy_basic_portals
Voxel meshing algorithms: https://github.com/Adamkob12/bevy_meshem
#showcase #crates #bevyengine #rustlang
Will this eventually turn into a workshop? Well maybe. It depends mostly on how much subscribers want it to.
After going through the Raytracing in one Week(end) series, I *definitely* think a #rust -forward alternative would be useful and it could be a good introduction to some of #bevyengine 's underlying crates (glam, wgpu, etc).
I'm going to do another implementation in wgpu at least because I find it fun.
Announcing the coherent trackball camera plugin for #bevy. 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.
#bevy #bevyengine #gamedev #rustlang
Released my first #bevyengine plugin: a camera that supports panning and pinch to zoom touch gestures
I just published a new devlog and updated the demo!
The game is now a little better optimized and it now includes new textures, more character animations, sprint, a crash reporter and a couple of new settings.
https://puzzled-squid.itch.io/tunnet/devlog/580255/devlog-2-optimizations
#screenshotsaturday #bevyengine #rustlang
which lighting effects do you want? yes!
#gamedev #indiedev #bevyengine #rustlang
I documented some of the challenges I went through using matchbox and ggrs with rapier in #bevyengine
tldr; seems like bevy_xpbd is a potential interesting path forward for deterministic physics, and multiplayer p2p rollback physics doesn't work in rapier out of the box (although the networking itself worked great).
matchbox + #bevyengine is really great, and bevy_ggrs seems great as well, but whew getting any physics to be deterministic across two clients is tough to figure out.
bevy_xpbd seems like an interesting future candidate for it, but beyond that it seems in a very "implement your own physics" land.
Seems like it works really well for sync for less physics-based games though.
#bevyengine #rustlang #gamedev
Finally, I've got some spare time, and I've updated my small plugin for buttons, so it supports #bevyengine #bevy 0.11: https://github.com/Leinnan/bevy_button_released_plugin #rust #rustlang
#bevyengine #bevy #rust #rustlang
I've been curious for awhile if Rust compiles Windows binaries faster in WSL than native. Finally got around to trying it, and it does! Dropped ~30 seconds on full rebuilds on our project.
Made a custom cargo runner and short guide to help make it easier to use:
https://github.com/paul-hansen/wsl2windows-runner
#rust #rustlang #bevy #bevyengine #wsl
cleaned up the cube-wave #bevyengine shader example.
deleting code always feels good.
built out a new example for my shader utils #bevyengine utility crate today. Now testing visually and making screenshots is much easier
the screenshot manager is such a nice quality of life feature.
something about physics objects always makes me happy :)
trying out https://github.com/Jondolf/bevy_xpbd and enjoying it so far
#gamedev #indiedev #bevyengine #rustlang
Playing around with IsseW’s “cas”: https://github.com/IsseW/cas, written in Bevy.
#cellularautomata #bevyengine #fridaynight
The beta demo of my current project Tunnet is out now:
dig tunnels and build a computer network!
https://puzzled-squid.itch.io/tunnet/devlog/566822/the-demo-is-out
Yay, finally found the time to fix #BevyEngine #Bevy running on my development/gaming rig on #NixOS via a #DirEnv devshell.
Now i just need time to get back in my old learning project.
@bevy
#bevyengine #bevy #nixos #direnv
Added some movement logic. Rotation is quite lame at the moment and tanks often end up in top left corner. TODO: pick a rational direction of rotation instead of doing it counter clockwise every time
#gamedev #rustlang #BevyEngine
#gamedev #rustlang #bevyengine
@patrickmcurry I'm using #bevyengine as a code-first approach to making games. It's super performant being in rust and using ECS. It also recently got #webgpu support in 0.11, so if you want to make 3D games on the web there's nothing quite like it.