#bevy has outgrown ab_glyph and must choose a better solution to deal with fonts and text in #rustlang. We've opened a new working group to handle this migration, and decide between cosmic-text and parley.
If you have strong opinions or expertise about text and fonts, I'd really appreciate hearing from you.
An example, merge conflict resolution, a rendering review and a rendering bug fix. Ahh, I'm so excited, even without the release notes fully done. This is my first release after starting full-time, and it really hits different when it's your job. Hundreds of merged PRs in only a few months!
In #bevy 0.14 some traits such as AssetReader have been converted to use the recently stabilized async fn as compared to returning a BoxedFuture. This change unfortunately makes these traits no longer object safe. To fix this, erased versions of the traits were created (such as ErasedAssetReader) that do support being used with dyn.
Someone just asked on Reddit: how far is #bevy 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!
It does use Github's provided runners, so the benchmarks will be fairly noisy, but it is certainly better than nothing! This will hopefully help us catch performance regressions before they are sneak into a release. Nice!
Starting in on the #bevy release notes for 0.14 today! So, so many small PRs: for both the tools and the individual content sections.
I have a half-dozen open right now; give me a review or two (low standard, these will get a real editing pass before publication) and help me start tomorrow's work with a fresh slate? 🥺
Wow, I'm blown away - thank you so much for the warm response! Advanced Hands-on Rust is atop the publisher's best sellers list already!
I've started work on the next beta release - fixing bugs, improving code, updating the Bevy version and tuning the next chapter. (Beta readers get every update including the final release)
Well, it took about 2 weeks longer than I expected (spare time for programming is especially spare at times!) but I finally finished swapping out the graphical backend of my roguelike project with a handrolled one using #wgpu! I'm super excited to be fully in control of my #gamedev destiny!
Wgpu is still pretty difficult, even if it is cleaner than opengl with glow and #glutin. (And up-to-date with its own dependencies, always nice!) #rust
It does, but #Bevy falls into a sort of middle-zone for my #gamedev desires. I like working on my RL in Rust because I know how everything works down to a pretty low level, and that's a good learning experience and fun for a simpler 2D game.
If I just wanted to focus on the "game" and not the engine, I'd use #Godot and take advantage of the high-level features.
I do love that Bevy exists and wish them great success! I just don't need it right now.
I'm deep in prep for my AAGO exam in just over two weeks, but I'm taking a rare break from studying to start a Quell clone in #Bevy. This is the furthest I've gotten into a Bevy project and I'm really enjoying it this time around!
Implemented a special component that allows the sides of objects to snap to others with the same component. Bevy's gizmo was very helpful in visualizing the math.
I love it when it feels like your critique is taken to heart. A #bevy user asked us for feedback on their #blender mockup for their #indiegame. I talked about visual hierarchies, having a sense of style and pointed them at some valuable references (Isle of Arrows!) in their target genre. And wow, is the difference striking for only a couple of days! I'm really excited to see what this team makes :D
Trying out generating external files based on the whole asset hierarchy of a level (this actually spans assets from multiple blend files !) in the .ron format used by #bevy_asset_loader (a fantastic crate for #bevy
Also based on the data in #Blender it is trivial to generate asset files either for a full level or for specific blueprints.
I am still unsure if it makes sense to use external files or if it is better to embed the asset information inside the gltf files' gltf_extras fields
Today's (full-time, paid!) #opesource work for @bevy is tackling work in the release milestone. We're nearly due for our next train release (look, the train is North American: you can't expect reliability) so I'm going to be going through the milestone, culling, reviewing and fixing issues.
At this stage, I'm only going to leave critical bugs and nearly complete high-impact work in the milestone. Other PRs can and will be merged if they're in there before the release candidate ships.
@bevy Alright, I've done a full pass now! I don't know where the 4 remaining items went: they may have been issues that were closed as I merged PRs 😅
We've gone from 42 items in the milestone down to a much more manageable 22, now with beautiful color coded labels on everything ;) If you'd like to help out with the #bevy 0.14 release, tackle one of those items: reviewing, implementing, testing and designing are all welcome. Now, it's time for lunch <3
Productive half-day of work today at @bevy despite a doctor's appointment!
The Bevy release process, which generates the huge, detailed, beautiful blog posts that y'all love to read, has been a huge bugbear for years at this point. There's always a couple of grueling weeks of writing, editing, triaging, reviewing, merging and testing involved. Not good!
We've already set up a new release candidate process to reduce the stress on the tech side for both contributors and users, but...
@bevy ... the actual process of writing the #bevy release notes (and migration guide) is fussy, highly centralized and draining. Never have I wanted to just give up working on the project as much as during release prep!
So I put together a working group today to improve the process, and get this release out the door. Formation, design doc, revisions, blessing and the first steps to implementation in a single day! Awesome stuff. This is something we've wanted for ages.
✅ Implemented various challenging Achievements
✅ Implemented game menu
✅ Implemented game over screen
✅ Beautiful new planetary/lunar textures by Björn Jónsson, https://bjj.mmedia.is/data/planetary_maps.html
More work done tonight on #blenvy (potential name, not quite sure), the #blender tools for #Bevy
improved UI & workflow for Assets: the per level/world assets are displayed in the assets tab
since blueprints are a logical "unit" (ie reusable hierarchy of components, meshes AND their associated assets), the assets for blueprints & any other future data related to blueprints are under the "blueprints" tab
If you have feedback, remarks, criticism, don't hesitate !
I recently assembled a #prusa 3D printer and thought it would be fun to print the #bevy#gamedev logo! I think it turned out fantastic, using galaxy black and pearl white PLA filament.