Alright, time to sit down and slowly grind through the milestone for #bevy 0.12 :) There's a ton of good work in the 72 (:sob:) linked #opensource PRs there, but not all of it is going to be ready. Let's go over them one-by-one, and see what can be safely cut, what needs to be reviewed and what we should prioritize.
Welcome to Monday's edition of Cracking the Cryptic#bevymergetrain. Today we have 13 community-reviewed #opensource#rustlang#gamedev PRs in our #bevy backlog for me to take a look at :) There's a couple of truly exciting ones today, so do follow along.
Hi! Do you do #gamedev in #rustlang (#bevy or not) and have cool gameplay footage to show off?
I've gotten a request from the #RustNL organizers for clips to roll between talks! This seems like a fun idea, so I'm putting out a call for short, appealing gameplay clips with some form of credits on them. Get them to me (maybe post them as a reply?) within the next 24-48 hours and I'll get them to the organizers.
Happy #bevymergetrain :) The other maintainers have been doing a great job staying on top of our #rustlang PRs for #bevy, so there's only 7 in our backlog to review and merge this week. I've been busy and stressed with life in the past week, so it's much appreciated. Let's take a look!
Me, trying to figure out how to implement basic drag functionality in #Bevy#BevyEngine UI without the cursor jumping to the mid-point of the dragged rectangle.😬
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!
I just published my second game! It's a text adventure that I was trying to make for a game jam (but there was no way this was going to be done in a week). Please let me know if you enjoy it or have any critical feedback. I'm open to all feedback!
Another Monday, another #bevymergetrain. Let's take a look at the twice-approved (by anyone!), non-controversial #opensource#gamedev PRs that are ready for #bevy this week.
Looks like we're at 6 at the moment: I should do more reviews! Follow along for an explanation of what each #rust PR does, and how I evaluate its merge-readiness.
Hi! It's time for another #bevymergetrain :) Every week on Monday (pending illness and vacation), I go through #bevy's PR backlog to evaluate and hopefully merge any PR with two community approvals!
This week, there's 6 PRs ready: let's take a look!
Someone just asked on Reddit: how far is #bevy from it's 1.0 release?
I gave them an answer laying out the critical things I want to see fixed (and what I don't care about). Rather than letting it languish in obscurity: here's the link to read for yourself!
TIL about linear color space RGBA. It's a good space where addition and multiplication work on colors. It's less fun when it jumps out and surprises you by changing your color values.
Here, you can see my struggle in this montage of failure. #shaders#bevy
Making some nice advancements in this game! Bevy is awesome. Next are crystals! Blue, red, pink, etc. I can finally get to doing some artistic stuff in Blender. #bevy#gamedev
Rather than do one project to learn Rust, my approach seems to be to work on 3-4 different things at once and switch between them to address the kind of learning I want to do. I'm starting to feel good enough to maybe work on something that might be a longer project.
Does anyone have any thoughts about adding unit testing to games made in #bevy? I want to be able to unit test specific plugins in a deterministic way across multiple cycles of the game loop, across multiple frames. I'm worried that each test run could experience varying amounts of delay between frames, causing a butterfly effect.
My first thought is to create a GameWorld struct that has a "get_components_to_spawn" and a "get_components_to_despawn" function. My app would then be reduced down to a simple system that runs in the Update schedule which checks both functions for components and acts accordingly.
I'd like to have separate plugins that affect the state of components on bevy's side, but that makes it untestable. Instead I think I want the plugins to change the state of the components in my GameWorld and then maybe have a third function for "get_components_to_update".
I'm making some progress in this mining game using the #bevyengine and I'm loving it! Now there is flowing lava that blocks the user, cracked ground, and getting near the lava exposes it for the user. Next I'm going to replace the placeholder crystals with some that I made in Blender. #bevy is great.
I have perlin noise in both a fragment shader (for lava) as well as on the Bevy-side (for blocking). It was not trivial (as an understatement). #gamedev
#Bevy#RustLang I need some help. I'm trying to implement orbiting spaceship movement kinda like Eve Online. It works.. but the positions slowly drift apart as they continue orbiting, instead of remaining stable.
Anyone got any ideas?
I've already exhausted my knowledge by 1) normalizing all vectors and 2) making the actual update code dependent on delta time. This improved things a lot, but it's still an unstable system.