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.

TheDevBlog, to bevy

New Third Person Camera version published!


The previous version of the bevy_third_person_camera was missing some core functionality of a classic TP camera, offset. I've added the ability to add a custom X & Y offset to the camera, as well as an optional toggle so that the camera offset can be inversed.

Crates.io - https://crates.io/crates/bevy_third_person_camera

GitHub - https://github.com/AndrewCS149/bevy_third_person_camera

My YouTube Channel - https://www.youtube.com/channel/UCrhud-xPsDJzjnrx4DykviQ

#bevy #gamedev #gameprogramming #gamedevelopment #rust

video/mp4

elmowilk, to bevy
@elmowilk@mastodon.online avatar

Railways are spawned using the same pathfinding as moving entities. Bridges and intersections are added automatically.
#bevy #rustlang

GIF showing railway placement with automatic connection

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

Alright #bevy crowd: time for another #bevymergetrain :) Let's take a look at what we have in the #opensource #gamedev backlog today!

7 simple PRs ready: let's get started.

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+

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

Now we're getting somewhere, very, very, slowly.

I don't usually share my coding scratch work, but I'm going to try in this case. Here's how it'll work: It'll be MIT licensed. It'll evolve rapidly but I'll try to tag the repo so that you can refer back to what's shown here. For instance this GIF was made using the 'toot1' tag.

Maybe this could become a thing: a tootable-repo.

https://github.com/shanecelis/muscley-wusaley #bevy #rust

video/mp4

talin, to gamedev

Managed to port my ocean waves shader from three.js to Bevy: https://youtu.be/HTZXVPqmOec #gamedev #bevy

alexichepura, to bevy

Rendering buildings from #OvertureMaps in #Bevy

video/mp4

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

"Shane, why have you been so distant?"

"It's a joint problem."

In other news I added distance joint to bevy_xpbd.

https://github.com/Jondolf/bevy_xpbd/pull/105 #bevy #rust

video/mp4

squid, to rust

I had a hard time finding an up-to-date example of running a #Rust #WASM #Bevy game in #SvelteKit, so I wrote my own https://sneakycrow.dev/blog/2023-07-30-bevy-game-in-svelte-kit

crobocado, to blender
@crobocado@mastodon.social avatar

new & overhauled #Blender => #Gltf => #Bevy #BevyEngine code & workflow !

  • Useful if you want to use Blender as your Editor
  • define Bevy components as custom properties in Blender , now using RON (much cleaner syntax!) , and better custom properties support (colors, vectors , etc :)
  • a Blender Add-on (optional) to auto export to gltf on save
  • a demo with multiple colliders, collections etc
  • #opensource
  • a video tutorial https://www.youtube.com/watch?v=-lcScjQCA3c

https://github.com/kaosat-dev/Blender_bevy_components_worklflow

Enjoy :)

Ludospex, to bevy

Yup, porting the game to #bevy!

Just slapping my 2D assets onto 3D meshes made it look passable already. I got a basic action system, turn order and movement running.

Happy to be using #rustlang again too. Knowing what's mutable and having a proper type system makes such a difference.

#indiedev

crobocado, to blender
@crobocado@mastodon.social avatar

I finally published my #Blender => #Gltf => #Bevy #BevyEngine code & workflow

  • Useful if you want to use Blender as your Editor
  • define Bevy components as custom properties in Blender (JSON for now)
  • no plugin or extra tools needed in Blender
  • define components in Blender Collections & override any of them in your collection instances if you want
  • code to auto add additional required components in Bevy (optional)
  • minimal setup & code
  • #opensource
  • have fun:)

https://github.com/kaosat-dev/bevy-fun-examples/blob/main/examples/blender_gltf_components/README.md

TheDevBlog, to bevy

Update!


I've released a beginner 3d tutorial series on Bevy! Here are the basic topics covered:

  • rendering 3d meshes
  • third person camera
  • bevy inspector
  • lights
  • player movement controls

I'd love to hear any feedback if you watch the tutorial!

Tutorial Link

#Bevy #Rust #3dgames #gamedev #gamedevelopment

Ludospex, to bevy

Aw yeah! Made a simple armature rig in blender and loaded it up in #bevy. It works!!!

Don't think there's any blockers for using bevy for my #gamedev project, so maybe I should just go for it?

video/mp4

crobocado, to gamedev
@crobocado@mastodon.social avatar

had almost no time for #gamedev in #bevy #BevyEngine this week, but FINALLY created some test animations in #blender and experimented with importing them into Bevy.

Doing it a bit differently than in the Bevy examples:

  • I have a spawning system that can spawn from gltf files
  • on spawning, I clone Bevy's gltf "named_animations" data from the gltf into a component that is inserted at the same level as the AnimationPlayer component
  • I can then query for the combo to control the animations

video/mp4

TheDevBlog, to gamedev

New Update!


I haven't been able to find a simple yet effective third person camera for Bevy. This led me to create my very own (and first) crate! My goals for this crate were quite simple:

  • Minimal boilerplate code
  • Easy to setup
  • Gamepad support
  • Customizable

Check it out either on My Github Page or on Crate.io.

See you in the next one!

#gamedev #gamedevelopment #bevy #rust #gameprogramming

image/png
image/png

thedudefromci, to bevy

Just released Bones³ 0.4.0 for #bevy 0.11.

Still in Alpha, but it's getting more and more usable with each new update.

https://crates.io/crates/bevy_bones3

#programming #gamedev #indiedev #rust

crobocado, to bevy
@crobocado@mastodon.social avatar

Tested out deploying a #bevy #BevyEngine game to the #SteamDeck and I was blown away !It was a breeze !
I at least expected a few issues and things to fix, but it worked out of the box 🙂
Compile in release mode, follow the Steam deck dev docs (which are great, along with the tools!) to deploy and voilà !
Performance is really good as well !
I was curious to see how the "particles as entities" would perform and the answer is "just fine" :)
I love Bevy so much :)

video/mp4

couchchilis, to sudoku

So here’s an early sneak preview of the game we’re working on. It’ll need one more design pass, but the iOS version is almost ready. will be next.

Sudoku showing the wheel for number selection
Sudoku that is almost filled in. Numbers that are all done are de-emphasized, while mistakes become little red notes.

hywan, to bevy
@hywan@fosstodon.org avatar

Bevy 0.11, https://bevyengine.org/news/bevy-0-11/.

Once again, a huuuge new release full of crazy features. Well done!

#bevy #RustLang #rendering #GameEngine

bevy, to bevy
@bevy@mastodon.social avatar

#Bevy 0.11 is out now!

It features SSAO, TAA, Morph Targets, WebGPU, Granular Shader Imports, Parallax Mapping, Robust Constrast Adaptive Sharpening, Schedule-First ECS APIs, Gizmos, ECS Audio, UI Borders, Grid UI Layout, and more!

https://bevyengine.org/news/bevy-0-11

crobocado, to bevy
@crobocado@mastodon.social avatar

Having fun with an experimental "particles as entities " #particle system implementation in #bevy #BevyEngine !
Not going to be anywhere as efficient as Bevy_hanabi (of which I reuse the great gradient implementation), but so much possibilities!

  • mesh particles
  • shadowed particles
  • physics uses Rapier
  • particles can interact with the world etc

implementation is a few hundred LOCs, will see if I can extract it easily because I would love to open source this.

video/mp4
video/mp4
video/mp4

nikl_me, to android

While working on my logic puzzle app, I wrote down some notes on #Android development using #bevy

https://www.nikl.me/blog/2023/notes_on_android_development_using_bevy/

ADHDefy, to ps1graphics
@ADHDefy@easymode.im avatar

I just recently learned about an in-development #3D #GameEngine written in #Rust called #Dotrix. While there are a couple other projects in the works (like #Bevy for instance) that are further along in development and super cool in their own right, Dotrix seems to be focused more on the 3D #GameDev experience and has it's own workflow that some may prefer.

It's not ready for primetime just yet, but they are looking to expand their community and bring in some more contributors. If you are looking for an #OpenSource project to contribute to and are excited to see more #FOSS game engines for Rust #developers on the scene, maybe give this one a look!

https://github.com/lowenware/dotrix

ADHDefy, to ps1graphics
@ADHDefy@easymode.im avatar

I just recently learned about an in-development #3D #GameEngine written in #Rust called #Dotrix. While there are a couple other projects in the works (like #Bevy for instance) that are further along in development and super cool in their own right, Dotrix seems to be focused more on the 3D #GameDev experience and has it's own workflow that some may prefer.

It's def not primetime ready just yet, but they are looking to expand their community and bring in some more contributors. If you are looking for an #OpenSource project to contribute to and are excited to see more #FOSS game engines for Rust #developers on the scene, maybe give this one a look!

https://github.com/lowenware/dotrix

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