There has been some interest in the Bevy procedural earth I've been working on, so I decided to start a little tutorial series on procedural generating meshes in Bevy.
The next part(s) will go over how I implemented a coordinate system and how I used GIS data to deform the mesh:
Today I released my first (two) #rust crates! 🎉
mesh_to_sdf generates a signed distance field from a 3D mesh and its client lets you visualize it to fine-tune the parameters (and more).
It's agnostic to your math library, so you start using it right now with #bevy#fyrox or your favorite math library / game engine.
So after a lot of blood , sweat & tears (or coffee, debugging, and swearing ?) The first release of the tooling to add & edit #Bevy components in #Blender is OUT !!
You can now make an export of your registry, and have the Blender add-on generate a custom UI for you for all your (and Bevy's built in) components !
On the menu:
Pretty basic, but I’m proud to have a “game” up and running. My brother even threw together a custom sprite for the animation.
Took me WAY longer than anticipated (almost threw in the towel several times). But starting to feel like I’ve turned a corner; it’s becoming more fun than tedious.
This year, I have a goal of programming a software application every quarter (~13 weeks / 90 days).
My first completed application was a game in the #Bevy game engine written in #Rust that is a rogue like game displayed in an emulated terminal emulator.
I learned a lot about Entity Component Systems, the benefit of design docs, and became a more knowledgeable ("better"?) programmer as a result.
I realized I never finished a project in the #bevy game engine, even though I'm an active contributor.
To rectify this, I spent a full day this weekend writing an Asteroid clone. It's incredibly basic, but it works!
The visuals are implemented with gizmos, the hitboxes are a mess, and half of my code is converting between Vec2s and Vec3s, but I'm still happy with the outcome. :)
A new version of the open source space game #OutFly is out! :)
✅ New settlement in a hollowed-out asteroid - can you find it?
✅ New map markers for planets/moons
✅ Added remaining 7 planets with realistic textures
✅ Planet/moon positions are now based on the player's real time
✅ New speedometer
Fresh out the oven, version 0.8.5 of the open source space game #OutFly!
✅ New flashlight
✅ Redesigned HUD, with #Fallout-4-like bars for health/power/O2, and #car-dashboard-like warning lights
✅ New, well-balanced cruising vehicle
✅ Implemented power drain
✅ Much improved texture for #Jupiter
Btw, see how the hat of the #pizza chef doesn't cast a shadow? Because it ain't real! Just an #AR illusion, which you can toggle with <TAB> :)
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.
✅ 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 !