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.
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.
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.
@chrisbiscardi (reading up on xpbd, and Parry) this sounds pretty good to me. I don't care about physics simulation, forces, etc but I do welcome help with overall collision detection. Seems like I can get a good balance with these.
8-way sprite exported from blender, using seldom_state and leafwing_input_manager for controls and animation control. idle, running, and dashing are the only animations implemented at the moment.
Just a prototype, but happy with the way it turned out, and I got a little blender scripting in too.
This week in Bevy we've got some project changes relating to contributing, PR review, and the formalization of working groups, new color grading and state-management features, as well as some exciting experiments and demos.
Particularly interesting on the experimental side of things is a new crate and some experimentation with Bevy/Vello integration.
I think I've learned what I wanted to from building this "Hades Start Menu" style demo. Doesn't use any Hades assets for copyright reasons, but accomplishes all of the elements in it using bevy_ui.
Still some more to do on it re: timings and such but happy with the couple custom shaders I wrote and having exported 3d animations as sprites from blender, etc for this.