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