#OpenSource ist die Grundlage moderner #Softwareentwicklung und spielt auch bei der Produktion von Computer- und Videospielen eine immer größere Rolle.
Niklas Eicker stellt uns die Open Source-Engine #Bevy vor, mit der Spiele in #Rust entwickelt werden können. Niklas entwickelt nicht nur Spiele mit Bevy, sondern auch Plugins für Bevy und hat auch schon zu Bevy selbst beigetragen.
Does asset management in #bevy have you tangled in knots? Do you wish there was a clear, robust way you could structure your #gamedev data? Wish you knew how to design content formats that you can just hand off to your game designers to populate? @sixfold and I have you covered! Introducing leafwing_manifest, our newest crate. Built with the care, attention to detail and #[deny(missing_docs)] that you've come to expect from :leafwing:
I released a new tiny ergonomics crate a couple days ago https://github.com/Seldom-SE/seldom_singleton. I have 3 larger crates done, but I'd like to battle-test them first. Also, seldom_pixel will going from maintenance to active development pretty soon. I'd like to use it for my game's UI. So, I'll be replacing bevy_ecs_tilemap as the tilemap frontend so I can keep it updated with Bevy. Uh, and I have a bit of unreleased seldom_state work to release eventually. #bevy#gamedev#rustlang
That said, I'll wait for a second review: this is only a few hours old, super easy to review, and has a moderate number of lines changed. There's no rush :) Maybe you want to try your hand at reviewing Bevy PRs for the first time?
Thanks for following along! I've been slowly ramping back into work mode as my partner recovers: Sixfold and I have a #bevy crate cooking that we think you'll enjoy! Looks like just another full day of writing docs first before release though ;)
Here's part 2 of my Bevy Status Bar post from my Bevy Adventures series. In this one, I create a bevy plugin around our status bar from the previous post, into a functioning plugin, using rust generics!
We've long wanted a #bevy playground, just like the official #rustlang one, where you can type in code in the browser and quickly mess around with Bevy. Now, thanks to Liam, you can experience this for yourself! https://learnbevy.com/playground
While this is currently unofficial, it looks like a great learning tool, and checks off all my boxes for an MVP: editing, logging, visual window... So cool!
Introducing Svarog! A #bevy#roguelike all-you-can-eat library. I'm starting a bi-weekly devlog of this library here. This week, data-driven config and a hello-world of sorts!
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!
I finally have UI layers natively in my game engine! This is a rewrite of the roguelike engine I used for #7drl where I went with ImGUI because I didn't have exactly these five days to figure out all the ropes. I'm limiting myself to creating a roguelike library within #bevy that would actually move a lot of the config stuff (grids, fonts, tilesets, UI layouts) out of code and into data. So far 40% there, all the static stuff now loads from shiny CSV files (thanks @Kyzrati) and this IS the way.
Building this game really gives me a grasp of Jupiter's scale.
First, I wanted the game to take place in the main ring of Jupiter.
Then I rechecked calculations and updated the size of the planet to the actual size, as viewed from the main ring, and suddenly it just... filled out the entire screen 😨 it felt like horror on a cosmic scale. So... I decided, it's taking place in the outer rings instead^^"
Building a game can be a fun process, but how do you get it to your users? #rust has a great toolchain for building for other platforms, so here's how you can deploy a #bevy app to mobile (#android), as well as to http://itch.io (with #wasm).
I swear, so much complexity of my life right now comes from me wanting to be able to graphically draw out an interconnected hypergraph but also have a convenient textual representation of said hypergraph
I'm sure this makes zero sense to people. But ugh. It's so frustrating to have the ideas in your brain and just not be able to really tease them out in a useful way for others
Signed,
trying to figure out how to map "do the platform engineering thing more better" into strategy and architecture
Sometimes I just want to visually ontologize GADT type signatures, TLA+, nCat, or traits/interfaces/header files. Bonus if it spits out graphviz.
Sometimes I just want a hierarchical state machine or dag that hides detail.
Sometimes I dream about building a graph editor in the browser, based on a very particular set of solutions ( #veilid for p2p, #egui for editor, #bevy for data, and #rapier for deterministic physics based layout). Layout is the really tricky part for building a graph editor I've found.
Will Chrichton and his team have just released Argus, a trait debugger for Rust. They're looking for feedback from Bevy users, new and old, about how this helps with #bevy's frustrating error messages for broken query and system types. #rustlang, please give it a try, and forward feedback to him (or me)!
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.