alice_i_cecile, to bevy
@alice_i_cecile@mastodon.gamedev.place avatar

Alright, time to sit down and slowly grind through the milestone for #bevy 0.12 :) There's a ton of good work in the 72 (:sob:) linked #opensource PRs there, but not all of it is going to be ready. Let's go over them one-by-one, and see what can be safely cut, what needs to be reviewed and what we should prioritize.

https://github.com/bevyengine/bevy/pulls?page=4&q=is%3Apr+milestone%3A0.12+is%3Aopen

alice_i_cecile, to opensource
@alice_i_cecile@mastodon.gamedev.place avatar

Welcome to Monday's edition of Cracking the Cryptic #bevymergetrain. Today we have 13 community-reviewed #opensource #rustlang #gamedev PRs in our #bevy backlog for me to take a look at :) There's a couple of truly exciting ones today, so do follow along.

https://github.com/bevyengine/bevy/pulls?q=is%3Aopen+is%3Apr+label%3AS-Ready-For-Final-Review+-label%3AS-Controversial+-label%3AS-Blocked+-label%3AS-Adopt-Me+

alice_i_cecile, to bevy
@alice_i_cecile@mastodon.gamedev.place avatar

Hi #bevy! It's time for another #bevymergetrain 😁 Want to see how you build an #opensource #rustlang game engine? Then follow along while I go over the 11 community-approved PRs in our backlog today https://github.com/bevyengine/bevy/pulls?q=is%3Aopen+is%3Apr+label%3AS-Ready-For-Final-Review+-label%3AS-Controversial+-label%3AS-Blocked+-label%3AS-Adopt-Me+

alice_i_cecile, to gamedev
@alice_i_cecile@mastodon.gamedev.place avatar

Hi! Do you do #gamedev in #rustlang (#bevy or not) and have cool gameplay footage to show off?

I've gotten a request from the #RustNL organizers for clips to roll between talks! This seems like a fun idea, so I'm putting out a call for short, appealing gameplay clips with some form of credits on them. Get them to me (maybe post them as a reply?) within the next 24-48 hours and I'll get them to the organizers.

alice_i_cecile, to rust
@alice_i_cecile@mastodon.gamedev.place avatar

Happy #bevymergetrain :) The other maintainers have been doing a great job staying on top of our #rustlang PRs for #bevy, so there's only 7 in our backlog to review and merge this week. I've been busy and stressed with life in the past week, so it's much appreciated. Let's take a look!

https://github.com/bevyengine/bevy/pulls?q=is%3Aopen+is%3Apr+label%3AS-Ready-For-Final-Review+-label%3AS-Controversial+-label%3AS-Blocked+-label%3AS-Adopt-Me+

janriemer, to bevy

Me, trying to figure out how to implement basic drag functionality in #Bevy #BevyEngine UI without the cursor jumping to the mid-point of the dragged rectangle.😬

My head hurts!🥴 😪

#Struggle #Learning #Math #Geometry #2D #Graphics

alice_i_cecile, to bevy
@alice_i_cecile@mastodon.gamedev.place avatar

Alright, Monday morning rolls around, so that means it's time for another round of . As the community prepare for the 0.13 launch of our game engine, let's take a look at the community-reviewed PRs that are ready to merge!

We have 8 in our backlog this week: follow along for a look behind the scenes! https://github.com/bevyengine/bevy/pulls?q=is%3Aopen+is%3Apr+label%3AS-Ready-For-Final-Review+-label%3AS-Controversial+-label%3AS-Blocked+-label%3AS-Adopt-Me+

livingcoder, to bevy

I just published my second game! It's a text adventure that I was trying to make for a game jam (but there was no way this was going to be done in a week). Please let me know if you enjoy it or have any critical feedback. I'm open to all feedback!

https://austinhellerrepo.itch.io/perpetually-unhoused

Note:
It may not yet work on mobile (until Google and Firefox get WebGPU working in their browsers).

#bevy #game #gamedev #textadventure #indie #indiedev

alice_i_cecile, to opensource
@alice_i_cecile@mastodon.gamedev.place avatar

Another Monday, another #bevymergetrain. Let's take a look at the twice-approved (by anyone!), non-controversial #opensource #gamedev PRs that are ready for #bevy this week.

https://github.com/bevyengine/bevy/pulls?q=is%3Aopen+is%3Apr+label%3AS-Ready-For-Final-Review+-label%3AS-Controversial+-label%3AS-Blocked+-label%3AS-Adopt-Me+

Looks like we're at 6 at the moment: I should do more reviews! Follow along for an explanation of what each #rust PR does, and how I evaluate its merge-readiness.

alice_i_cecile, to bevy
@alice_i_cecile@mastodon.gamedev.place avatar

Hi! It's time for another #bevymergetrain :) Every week on Monday (pending illness and vacation), I go through #bevy's PR backlog to evaluate and hopefully merge any PR with two community approvals!

This week, there's 6 PRs ready: let's take a look!

https://github.com/bevyengine/bevy/pulls?q=is%3Aopen+is%3Apr+label%3AS-Ready-For-Final-Review+-label%3AS-Controversial+-label%3AS-Blocked+-label%3AS-Adopt-Me+

doomy, to bevy
@doomy@mastodon.social avatar

alright we have submitted for the game jam https://1-doomy.itch.io/bevy-blast-ultra

alice_i_cecile, to bevy
@alice_i_cecile@mastodon.gamedev.place avatar

Someone just asked on Reddit: how far is from it's 1.0 release?

I gave them an answer laying out the critical things I want to see fixed (and what I don't care about). Rather than letting it languish in obscurity: here's the link to read for yourself!

https://www.reddit.com/r/bevy/comments/1d22xw7/comment/l5ycy4b/

(contents will be replicated below)

chrisbiscardi, to bevy
@chrisbiscardi@hachyderm.io avatar

small 2d raymarching experiment in #bevy

#bevyengine #rustlang

video/mp4

shanecelis, to GraphicsProgramming
@shanecelis@mastodon.gamedev.place avatar

TIL about linear color space RGBA. It's a good space where addition and multiplication work on colors. It's less fun when it jumps out and surprises you by changing your color values.

Here, you can see my struggle in this montage of failure. #shaders #bevy

janriemer, to bevy

If I should describe #Bevy #BevyEngine in one word, it is this:

Lego

elmowilk, to bevy
@elmowilk@mastodon.online avatar

I have added animated water waves to Times of Progress. It adds to the relaxing feeling, imo.

It works for the ships trail as well (might need to make it more obvious there maybe).

It's made in a WGSL shader, #bevy makes it super easy to set up.

#gamedev

Showing the animated water waves on my isometric City Builder game set during the Industrial Revolution.

janriemer, (edited ) to design

If you have similar interests as I have, which is / / / and and you want to contribute to meaningful projects, may I suggest the following projects to you 🙂

| 2D vector and raster graphics editor

https://graphite.rs/blog/looking-back-on-2023-and-what-s-next/

| simple data-driven

https://bevyengine.org/

| independent web rendering engine

https://servo.org/

Sigh, sometimes I wish I could do
self.clone().🥺

yopox, to gamedev

The #gbjam11 is going well :blobamused:
#GameDev #Rust #Bevy

video/mp4

livingcoder, to bevy

Making some nice advancements in this game! Bevy is awesome. Next are crystals! Blue, red, pink, etc. I can finally get to doing some artistic stuff in Blender.
#bevy #gamedev

A dark sphere cutting its way through a dirt plane, leaving a gray tunnel behind. The light source within the sphere leaves shadows behind nearby walls.

recursive, to random
@recursive@hachyderm.io avatar

Rather than do one project to learn Rust, my approach seems to be to work on 3-4 different things at once and switch between them to address the kind of learning I want to do. I'm starting to feel good enough to maybe work on something that might be a longer project.

Maybe a little 2D platformer in #Bevy eventually?

livingcoder, to bevy

Does anyone have any thoughts about adding unit testing to games made in ? I want to be able to unit test specific plugins in a deterministic way across multiple cycles of the game loop, across multiple frames. I'm worried that each test run could experience varying amounts of delay between frames, causing a butterfly effect.

My first thought is to create a GameWorld struct that has a "get_components_to_spawn" and a "get_components_to_despawn" function. My app would then be reduced down to a simple system that runs in the Update schedule which checks both functions for components and acts accordingly.
I'd like to have separate plugins that affect the state of components on bevy's side, but that makes it untestable. Instead I think I want the plugins to change the state of the components in my GameWorld and then maybe have a third function for "get_components_to_update".

I would appreciate any and all ideas. Thanks.

bevy, to bevy
@bevy@mastodon.social avatar

It is with great excitement that we announce the Bevy Foundation: a non-profit that exists to develop #Bevy and educate people about its usage!

Know that the Bevy Foundation exists for YOU and we wouldn't be where we are today without your support!

https://bevyengine.org/news/bevy-foundation

mo8it, to bevy
@mo8it@fosstodon.org avatar

I am so proud of my physics from scratch in #Bevy 🤩

It is SDF (signed distance function) collision handling (without a physics engine/crate).

It is obviously not working well. I am just getting familiar with Bevy and implementing physics from scratch for my master's thesis 😇

#RustLang #Rust

Two nails reacting to a collision while one is moved. The left nail is fixed during collision handling, an approximation for infinite mass. The right nail is translated and rotated as a reaction to a collision.

livingcoder, to bevy

I'm making some progress in this mining game using the #bevyengine and I'm loving it! Now there is flowing lava that blocks the user, cracked ground, and getting near the lava exposes it for the user. Next I'm going to replace the placeholder crystals with some that I made in Blender. #bevy is great.

I have perlin noise in both a fragment shader (for lava) as well as on the Bevy-side (for blocking). It was not trivial (as an understatement).
#gamedev

(reposted with smaller gif)

A top-down perspective on a lava filled area being exposed as the player travels near its edge.

ThunderComplex, to bevy

I need some help. I'm trying to implement orbiting spaceship movement kinda like Eve Online. It works.. but the positions slowly drift apart as they continue orbiting, instead of remaining stable.
Anyone got any ideas?
I've already exhausted my knowledge by 1) normalizing all vectors and 2) making the actual update code dependent on delta time. This improved things a lot, but it's still an unstable system.

Here's my hacked together code: https://gist.github.com/ThunderComplex/74ddd3549cb71855d0b343d11fe5512a

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