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

Alright, #bevy 0.13 just released, but the work continues :) While I'm going to take it easy this week (the steady stream of tasks was exhausting), I still want to get the #bevymergetrain out of the way :)

The community has made and approved 13 awesome #opensource #rust #gamedev PRs that ended up in the backlog week: let's take a look and get them merged.

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+

crobocado, to blender
@crobocado@mastodon.social avatar

Just released v0.2 of #bevy_components: the #Blender add-on to add & edit #bevy components in Blender

https://github.com/kaosat-dev/Blender_bevy_components_workflow/releases/tag/bevy_components_v0.2

  • BREAKING CHANGE ! changed internal representation of components, incompatible with v0.1, breaks UI values....but
  • added buttons to regenerate UI to account for/fix the above (so no actual data loss, please see the README file)
  • added watcher/ poll system to automatically update components list when the registry file changes
  • fixed a lot of minor issues
bevy, to bevy
@bevy@mastodon.social avatar

0.13 is out now!

It features Lightmaps, Irradiance Volumes, Approximate Indirect Specular Occlusion, Reflection Probes, Primitive Shapes, ECS System Stepping, Dynamic Queries, Inferred Command Flushes, 2D Nine-Patch, Camera-Driven UI, and more!

https://bevyengine.org/news/bevy-0-13/

Shatur, to bevy
@Shatur@mastodon.social avatar

🧬 bevy_replicon v0.22.0 is out!

It's a high level networking crate for the Bevy game engine.

Now mapped client events will not be drained and will behave exactly like other events. But it's a small breaking change since such events now require a Clone impl.

See the changelog for a full list of changes: https://github.com/projectharmonia/bevy_replicon/blob/master/CHANGELOG.md

📦https://crates.io/crates/bevy_replicon

@projectharmonia

mo8it, to bevy
@mo8it@fosstodon.org avatar

Progress with my physics from scratch in #Bevy 😇

I was asked to simulate one sphere and plot its energy to validate my physics implementation.
But since I use #Rust, I thought why not simulate 10000 spheres instead? 😂

I don't understand the energy spike at the beginning, but at least the energy is stable later.

#XPBD #RustLang #egui

A grid of 100x100 spheres bouncing on the ground without friction. A plot shows the potential, kinetic and total energy. The system gains some energy at the beginning, but oscillates then around 1.3x of the initial energy. At least it is stable.

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

Wow, neat! Nannou, a popular #creativecoding framework for #rust is being rewritten to use #bevy. Seems like a natural fit (very hackable rendering and logic), but it's still flattering.

Of course, I found out because they uncovered a new bug that we introduced during the 0.13 cycle. Well, let's see if we can't fix that up, either before release or in a point release. I'm glad they reported it!

https://github.com/nannou-org/nannou/issues/953

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

Published two crates for #bevy
https://crates.io/crates/bevy_tiled_blueprints for tiled support.
Second one: https://crates.io/crates/bevy_ehttp for handling web requests using ehttp, that works on WASM and native versions. The second one is mostly a result of using foxzool ehttp crate and feedback that I've got in PR for bevy that I created. I've ended up with event approach, since it felt like it make the most sense, but I am going to battle prove it, so we will see.

#rustlang #gamedev #bevyengine

zacharygoulet, to rust

New post of bevy adventures out! Bevy Destination Part 2

https://zacharygoulet.com/blog/bevy-destination-p2

#rust #bevy #gamedev

ramirezmike, to bevy

I uploaded a new version of ¿Quién es el Mechaburro? You can read about the new features, see comparison shots and read about my experience showing it off at a local arcade bar here:
https://ramirezmike2.itch.io/quien-es-el-mechaburro/devlog/680204/version-20-release

#bevyengine #bevy #rustlang #gamedev

Shatur, to bevy
@Shatur@mastodon.social avatar

Implemented door placement

Boolean operations in 3D are quite heavy. But fortunately, each wall can be represented as two 2D planes.

To determine which 2D shape I need to cut from the mentioned planes, I add a special plane in Blender with "Cutout" name. This is what The Sims series do.

And for all doors located on a wall I triangulate combined vertices using earcutr. The library API doesn't fit well with Bevy, but it does the trick.

@projectharmonia



Door placement on a wall.

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

Love #blender for #gamedev? Wish #bevy had an interactive scene editor? The @bevy community continues to make incredible things: dynamically generated UI to modify #rust data via reflection??

https://www.youtube.com/watch?v=PRDUH0JUS_A

An awesome video from @chrisbiscardi about the incredible work being done by @crobocado.

crobocado, to bevy
@crobocado@mastodon.social avatar

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:

1/2
Have fun !

video/mp4

Az, to rust
@Az@mastodon.gamedev.place avatar

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.

https://crates.io/crates/mesh_to_sdf
https://crates.io/crates/mesh_to_sdf_client

#rustlang #wgpu #rendering #gamedev

An overview of the mesh_to_sdf client app. It features model pbr, signed distance field visualization as a colored point cloud (green outside, blue inside, red surface), a voxelization and a raymarcher. On the left, an ui displays the most important informations (model and sdf data), and parameters to play with the renderer.

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

Alright, Monday morning rolls around, so that means it's time for another round of . As the community prepare for the 0.13 launch of our game engine, let's take a look at the community-reviewed PRs that are ready to merge!

We have 8 in our backlog this week: follow along for a look behind the scenes! 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+

Rahul_TheMadlad, to bevy

#bevy Just made a youtube video on my first game in back to back weeks. It's not the best.(It's my first lmao). Will work on an actual game project in 2 weeks

https://youtu.be/8G8DuRMHGp4?si=9kJ4JAsBTEG8SD8p

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

https://deadmoney.gg/news/articles/strike-the-earth

Another #bevy #indiedev team has announced their game-in-progress, Architect of Ruin! Who said that #rust only has game engines ;) It's a fantasy colony survival game; looks a lot like Rimworld in terms of initial mechanics?

Brandon Reinhardt, the team lead, is actually a former coworker of mine, and I've taken a peek at this code base! Still very early, but I have a lot of faith in the team's ability to both design and ship a fun, interesting game :D

sqweebking, to bevy

We have some really basic AI movement, using -brain

https://youtu.be/RKcppjIJ3Js

khalidabuhakmeh, to rust
@khalidabuhakmeh@mastodon.social avatar

What’s surprising about #RustRover and #rust in general is that the compilation times are much faster than expected.

A lot of dependency optimization and caching makes the iterative loop surprisingly pleasant.

Also, here's a fox running in #Bevy on #macOS.

Shatur, to bevy
@Shatur@mastodon.social avatar

Improved wall generation

Now walls are separate meshes and take full advantage of ECS, including change detection to rebuild only changed parts.

The new approach also automatically fixed some bugs and enabled instant update of other walls that were affected by currently spawning wall.

@projectharmonia

#projectharmonia #bevy #gamedev

Walls connection demonstration.

Jayrude, to rust
alice_i_cecile, to rust
@alice_i_cecile@mastodon.gamedev.place avatar

I just gave a introductory talk on reflection in #rust and #bevy for the inaugural unofficial Bevy meetup. The full talk and Q&A will be posted later (along with the great talks from my co-speakers), but for now, you can see the full slides with speaker notes! If you've ever wondered "what the fuck is reflection?", this is a fun digestible introduction!

https://docs.google.com/presentation/d/1Nbl92oTPS-7x67xKaZxcWsF2xUqG93r25jz51IESTh0/edit?usp=sharing

alice_i_cecile,
@alice_i_cecile@mastodon.gamedev.place avatar

The recording of my #rust #programming talk "What the Fuck is Reflection" is now available! https://www.youtube.com/watch?v=vxPKWb0dSqQ

If you want to hear a bit about how we implement and use reflection in #bevy for #gamedev, this is a nice approachable 15 minute talk with questions at the end!

livingcoder, to bevy

The event is starting now!
https://www.youtube.com/live/i3wF71XJ-24

mo8it, to bevy
@mo8it@fosstodon.org avatar

Who is also attending the online #Bevy Meetup tomorrow? 😃

https://meetup.com/bevy-game-development/events/298399958/

Great talks by great people are scheduled. Don't miss them 🏃‍♂️

Thanks to @rusticorn for organizing it! :blobcatheart:

#RustLang #Rust

sleepytea, to rust
@sleepytea@mastodon.gamedev.place avatar

Got skyboxs working in bevy, immediately improved vibe ! Had to do some shenanigans with file formats but it was worth the effort :)

#rustlang #bevy #gamedev #indiedev

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