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.
@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.
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.