Finally, some progress on my card game! I was able to finally reach a point when it is more feature complete than previous iteration written a few years ago with different framework (quicksilver, it's dead now) 😅 #gamedev#indiedev#rustlang#bevy#bevyengine
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> :)
No #bevymergetrain today: I just arrived in Delft for #rustnl2024 after an overnight flight 😅 Ping the maintainers if there's something blocking your #bevy work though!
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.
I'm happy to announce that I'll be participating in the #opensource#bevy Contributor's Guide working group alongside the wonderful TrialDragon, NthTensor, and more! We'll be writing a new section to the Bevy website covering all you need to know to contribute to the engine!
If you're a newcomer or an experienced contributor and would like to see a specific topic covered, please make sure to let us know! The goal is to consolidate all internal documentation into one singular source. :D
I've started building a "chess like" in #Bevy. I have many ideas in the space, but I've started by building out core concepts so I can experiment. Initially this was just for fun, but I've started using it as a proving ground for some of the Bevy UX improvements I'm working on:
@bevy now has working groups! These are bottom-up initiatives that provide a space for #opensource contributors to collaborate and plan complex but scoped initiatives. To make one, you need 1) at least two other enthusiastic collaborators 2) the blessing of project leadership for the direction of your work.
Make a proposal, write-up a design doc (however you want), run it by the experts in the space and you're off to the races! I'm really keen to see these play out. We have five to start...
@bevy If you've ever wanted to get started with #opensource, #rustlang, #gamedev or #bevy in particular, helping a working group is an incredible place to start. These are active, welcoming communities doing leadership-blessed work with a clear idea of tasks across all skill levels :)
Thanks so much to everyone who's made my first week as a professional open source maintainer such a dream. I can't wait to see what y'all cook up!
Wonder how I and a friend made a foddian game in around 72 hours? Check out my new blog post going over most of the issues I found while making it. #rust#bevy#bevyengine#gamedev 🐟👋
Super exciting to have the bandwidth to start putting my plans into motion. I decided that I want to do a daily status update in engine-dev, and let folks track my current areas of focus using a GitHub project board.
@bevy The first #bevy challenge I want to focus on is improving the contributor experience. Bevy has a huge PR backlog (557 PRs), which is largely driven by difficulty getting enough (and timely enough) reviews.
IMO there are three primary root causes here:
Some domains (hi assets, reflection and audio) simply don't have enough experts.
The PR backlog is very painful to navigate and its really tricky to find PRs to review.
@bevy I don't expect this to be the end of the project management work and improvements, but I'm feeling really pleased at the way the #bevy community has come together to openly discuss these challenges and potential solutions.
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
Do you find yourself frustrated with how limiting bevy_audio can be? Check out @solarliner's new crate, bevy_kira_components, which experiments replacing our current system with Rodio with Kira! #bevy#gamedev
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!
Take a look at this project by Runi: a preliminary language server for WGSL. IMO this is one of the biggest barriers in making graphics programming genuinely approachable: I'd love to see this catch on!
#Bevy#RustLang 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.
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. :)
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.
Introducing renet2, a fork of the networking library renet that implements the game-oriented netcode standard.
Highlights:
Allow netcode servers to manage multiple data sources at once (e.g. UDP sockets and a WebTransport server).
Add built-in in-memory sockets and WebTransport sockets. You can now run a netcode server with native AND browser clients, with the same exact authentication workflow for all clients (using ConnectTokens).
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.