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bevy

@bevy@mastodon.social

Official account for Bevy Engine: a refreshingly simple data-driven game engine built in Rust. Follow for Bevy news and curated #bevyengine content.

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chrisbiscardi, to rust
@chrisbiscardi@hachyderm.io avatar

This week in the Bevy ecosystem we see Tiny Glade ship a Steam demo, live VJ sets powered by Bevy, screen space reflections in the deferred renderer and more.

We've also got the usual showcases and a couple really interesting crate release for 2d lighting systems and gpu particles.

https://thisweekinbevy.com/issue/2024-06-03-tiny-glade-vj-performances-and-2d-lighting

#rustlang #bevyengine #gamedev

dekirisu, to gamedev
@dekirisu@mastodon.social avatar

🦕 added castle themed assets
🐢 lighting changes & sky -> fog
🦜 tile map refactor

funnily enough - after I've changed sky->fog, the N24h race was red-flagged cause of fog and ended after only 8h. 👀

(all 3d assets are made with )

video/mp4

deavid, to devlog
@deavid@techhub.social avatar

https://www.youtube.com/watch?v=IiYkzltQfkg - Unhaunter Demo - Release v0.2.2 - 2024-06-02

Unhaunter is a FOSS 2D isometric game about paranormal investigation - I'm still on the early stages of development.

chrisbiscardi, to rust
@chrisbiscardi@hachyderm.io avatar

controller support plus 32-angles of sprite rendered out for each animation. Makes it feel much more "3d"-y even though its all 2d sprites.

isometric projection is now also being applied to the directional input and the raycasts, etc.

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

🎆 Bevy Hanabi v0.11.0 is out!

Plenty of changes for that new version. Most notably, 🎆Hanabi now supports (a bit experimentally) trails and ribbons!

Another exciting change is that alpha-masked particles now use the depth buffer, fixing any flickering due to indeterminate Z order.

Migration guide: https://github.com/djeedai/bevy_hanabi/blob/v0.11.0/docs/migration-v0.10-to-v0.11.md, and
CHANGELOG for a full list of changes: https://github.com/djeedai/bevy_hanabi/blob/v0.11.0/CHANGELOG.md

📦https://crates.io/crates/bevy_hanabi/0.11.0
🦀https://github.com/djeedai/bevy_hanabi

Firework particle effect showing sparks fading from white and yellow to red before disappearing. The particles appear bent, thanks to the use of small trails giving some curvature to them, very much like a real world spark trail of a real firework.

jgayfer, to gamedev
@jgayfer@fosstodon.org avatar

I published my first plugin for Bevy! 🎉

🕯️bevy_light_2d is a general purpose 2d lighting crate for Bevy.

It’s designed to be simple to use, yet expressive enough to fit a variety of use cases.

⭐️ GitHub https://github.com/jgayfer/bevy_light_2d

chrisbiscardi, to rust
@chrisbiscardi@hachyderm.io avatar

I'm doing a lot of Blender -> Bevy work at the moment, and I needed a way to visually check the resulting texture atlases. Hence this sprite viewer that pulls in the metadata I'm generating via python scripts and Blender.

bevy_inspector_egui on a Resource + the generated information and I can check the animation for any directionality and any animation.

video/mp4

dekirisu, to gamedev
@dekirisu@mastodon.social avatar

🦛 added ground type 'base'
🐔 ground tiles can be gathered
🐊 ..and placed if the tile is 'base'

video/mp4

dekirisu, to gamedev
@dekirisu@mastodon.social avatar

🐍 added items for tile objects
🦊 small plants can be gathered
🐳 ..and placed if the tile is empty

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rsk, to gamedev
@rsk@mas.to avatar

Hey! my little rocket game "Scriptgrip" is now available online 🚀

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chrisbiscardi, to random
@chrisbiscardi@hachyderm.io avatar

isometric debugging with #bevyengine gizmos

bd103, to bevy
@bd103@hachyderm.io avatar

Today's project was continuous benchmarking for the game engine! I created https://github.com/BD103/bevy-bencher, which will run Bevy's benchmarks daily and upload the results to https://bencher.dev/perf/bevy.

It does use Github's provided runners, so the benchmarks will be fairly noisy, but it is certainly better than nothing! This will hopefully help us catch performance regressions before they are sneak into a release. Nice!

dekirisu, to gamedev
@dekirisu@mastodon.social avatar

🐉 reworked the fireball to be a quick ranged attack
🦊 ..which completes the first combat rotation!

video/mp4

Shatur, to bevy
@Shatur@mastodon.social avatar

🧬 Bevy Replicon 0.26.0 is out!

It's a networking crate for the Bevy game engine that we use for @projectharmonia.

In this release, we have completely reworked the events.

The public API for events has not changed, except that custom systems have been replaced with serialization and deserialization functions.

In addition, all network event registration functions can be used on regular events, automatically making them network events.

📜 https://github.com/projectharmonia/bevy_replicon/blob/master/CHANGELOG.md
📦https://crates.io/crates/bevy_replicon

dekirisu, to random
@dekirisu@mastodon.social avatar

🐦 added a gap creating attack

video/mp4

dekirisu, to gamedev
@dekirisu@mastodon.social avatar

🦜 added a gap closing attack
🤏 another small step towards a combat system

The attack is lacking some VFX to feel better, but future-me will figure something out! 👀

video/mp4

herberticus, to rust
@herberticus@fosstodon.org avatar

My new book – Advanced Hands-on Rust – is now in beta! Intermediate to advanced Rust, writing games in the Bevy engine. Generics, traits, macros, library creation and more. https://pragprog.com/titles/hwmrust/advanced-hands-on-rust/

@pragprog beta books get you most of the e-book now (sadly, we can’t ship out a new print for every beta!), and each subsequent release as the book advances towards final release. You can also file bug reports and help make the book better.

dekirisu, to gamedev
@dekirisu@mastodon.social avatar

🦀 added target locking
🐪 ..to a nearby enemy on key press
🐧 most attacks will be directed towards it

video/mp4

dekirisu, to gamedev
@dekirisu@mastodon.social avatar

🐘 bonk things with a small hammer!

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noeontheend, to bevy
@noeontheend@fosstodon.org avatar

I'm deep in prep for my AAGO exam in just over two weeks, but I'm taking a rare break from studying to start a Quell clone in . This is the furthest I've gotten into a Bevy project and I'm really enjoying it this time around!

dekirisu, to gamedev
@dekirisu@mastodon.social avatar

🦄 many visual tweaks
🦊 slight character base rework
🐼 'emote' animations: wave left & right
🐹 ..which also work while running

🐍 this means a slight 'art direction' change

video/mp4

chrisbiscardi, to rust
@chrisbiscardi@hachyderm.io avatar

Bevy 0.14's release cycle is just getting started with the creation of the 0.14 release crew working group.

In the meantime, we've got new rendering features (God Rays and Depth of Field), cone meshing, rounded box gizmos, and more!

https://thisweekinbevy.com/issue/2024-05-20-rumblings-of-0-14-god-rays-and-depth-of-field

dekirisu, to rust
@dekirisu@mastodon.social avatar

🐺 added simple tooltips, showing name and item type

video/mp4

chrisbiscardi, to rust
@chrisbiscardi@hachyderm.io avatar

Still in need of y/z-indexing for visuals, but the collisions are working.

Colliders are defined in Tiled by visually placing vertices on the tilesheet. collider information is read when building the bevy_ecs_tilemap tilemap and translated into bevy_xpbd Colliders.

player is a kinematic rigidbody with a ellipse collider placed on a child entity. level colliders are static.

the switch plate in the middle is also a sensor, which is data added in Tiled as well.

video/mp4

Shatur, to bevy
@Shatur@mastodon.social avatar

Object side snapping

Implemented a special component that allows the sides of objects to snap to others with the same component. Bevy's gizmo was very helpful in visualizing the math.

@projectharmonia

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