alice_i_cecile, to bevy
@alice_i_cecile@mastodon.gamedev.place avatar

Hi! It's time for another :) Every week on Monday (pending illness and vacation), I go through '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!

https://github.com/bevyengine/bevy/pulls?q=is%3Aopen+is%3Apr+label%3AS-Ready-For-Final-Review+-label%3AS-Controversial+-label%3AS-Blocked+-label%3AS-Adopt-Me+

alice_i_cecile, to GraphicsProgramming
@alice_i_cecile@mastodon.gamedev.place avatar

Wish that there was better IDE support for in for ?

Take a look at this project by Runi: a preliminary language server for WGSL. IMO this is one of the biggest barriers in making graphics programming genuinely approachable: I'd love to see this catch on!

https://github.com/Runi-c/wgsl-lsp

jgayfer, to bevy
@jgayfer@fosstodon.org avatar

For whatever reason, I’ve been fascinated by how lighting works in games lately.

I implemented a basic screen space light map in #Bevy to immerse myself in a (very) basic 2D lighting technique.

The general idea is to setup your sprites and lights on separate layers, and then multiply the two textures to create the final image.

Far from an impressive looking image, but I’m proud to have sorted it out!

sleepytea, to bevy
@sleepytea@mastodon.gamedev.place avatar

Hacked together a rustdoc json "parser" to generate docs for games the other week.

why:

  • cargo doc is just not a nice way to see all the components/resources/systems
  • see where components/resources are queried (and know if it's mutable or not)
  • add bevy specific lints like "Component X can't be mutated outside it's own mod" etc

I'm curious to see what people think of such a thing?

Unfortunately not easily usable atm :P

Repo: https://github.com/tbillington/bevy_game_docs

Output: https://tbillington.github.io/bevy_game_docs/

outfly, to gamedev
@outfly@mastodon.social avatar

This is hilarious.

I was working on adding shadows to the game, but everything was just constantly dark.

After an hour of debugging, turns out that a very large spherical object was blocking the directional light, casting a shadow on everything.

That object was THE SUN...

ThunderComplex, to bevy

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.

Here's my hacked together code: https://gist.github.com/ThunderComplex/74ddd3549cb71855d0b343d11fe5512a

bd103, to bevy
@bd103@hachyderm.io avatar

I realized I never finished a project in the #bevy game engine, even though I'm an active contributor.

To rectify this, I spent a full day this weekend writing an Asteroid clone. It's incredibly basic, but it works!

The visuals are implemented with gizmos, the hitboxes are a mess, and half of my code is converting between Vec2s and Vec3s, but I'm still happy with the outcome. :)

A short video of me playing my Asteroid clone. My ship, which is just an arrow, is flying around, dodging and shooting asteroids (which are just circles), then eventually dying with a score of 1200.

iw, to bevy

This year, I have a goal of programming a software application every quarter (~13 weeks / 90 days).

My first completed application was a game in the #Bevy game engine written in #Rust that is a rogue like game displayed in an emulated terminal emulator.

I learned a lot about Entity Component Systems, the benefit of design docs, and became a more knowledgeable ("better"?) programmer as a result.

I wrote about the project and my experience here:

https://www.isaacwyatt.com/posts/2024-04-20/?utm_source=hachyderm.io&utm_medium=referral&utm_campaign=user_post&utm_content=%40iw

snowy_road_gm, to bevy

Introducing renet2, a fork of the networking library renet that implements the game-oriented netcode standard.

Highlights:

  • Allow netcode servers to manage multiple data sources at once (e.g. UDP sockets and a WebTransport server).
  • Add built-in in-memory sockets and WebTransport sockets. You can now run a netcode server with native AND browser clients, with the same exact authentication workflow for all clients (using ConnectTokens).

@bevy

https://github.com/UkoeHB/renet2

video/mp4

jgayfer, to bevy
@jgayfer@fosstodon.org avatar

Pretty basic, but I’m proud to have a “game” up and running. My brother even threw together a custom sprite for the animation.

Took me WAY longer than anticipated (almost threw in the towel several times). But starting to feel like I’ve turned a corner; it’s becoming more fun than tedious.

video/mp4

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

My recent talk at sydney on just got uploaded :)

https://www.youtube.com/watch?v=ocacUsyJXpg

s_bergmann, to opensource German
@s_bergmann@chaos.social avatar

#OpenSource ist die Grundlage moderner #Softwareentwicklung und spielt auch bei der Produktion von Computer- und Videospielen eine immer größere Rolle.

s_bergmann,
@s_bergmann@chaos.social avatar

Niklas Eicker stellt uns die Open Source-Engine vor, mit der Spiele in entwickelt werden können. Niklas entwickelt nicht nur Spiele mit Bevy, sondern auch Plugins für Bevy und hat auch schon zu Bevy selbst beigetragen.

janriemer, to bevy

Whoop! 🎉 In less then 30 minutes, the third #Bevy #BevyEngine #meetup is going to happen! 🥰

Come join us:
https://www.meetup.com/en/bevy-game-development/events/300167964/

Huge thank you to @rusticorn for hosting this meetup again! ❤️

alice_i_cecile, to bevy
@alice_i_cecile@mastodon.gamedev.place avatar

Does asset management in have you tangled in knots? Do you wish there was a clear, robust way you could structure your data? Wish you knew how to design content formats that you can just hand off to your game designers to populate? @sixfold and I have you covered! Introducing leafwing_manifest, our newest crate. Built with the care, attention to detail and #[deny(missing_docs)] that you've come to expect from :leafwing:

https://crates.io/crates/leafwing_manifest

Seldom_SE, to bevy

I released a new tiny ergonomics crate a couple days ago https://github.com/Seldom-SE/seldom_singleton. I have 3 larger crates done, but I'd like to battle-test them first. Also, seldom_pixel will going from maintenance to active development pretty soon. I'd like to use it for my game's UI. So, I'll be replacing bevy_ecs_tilemap as the tilemap frontend so I can keep it updated with Bevy. Uh, and I have a bit of unreleased seldom_state work to release eventually. #bevy #gamedev #rustlang

alice_i_cecile, to opensource
@alice_i_cecile@mastodon.gamedev.place avatar

As I sip my evening tea, it's time for another :) It looks like the other maintainers have done a good job staying on top of the PRs this week: only 4 in the backlog of community-approved-but-not-merged right now. https://github.com/bevyengine/bevy/pulls?q=is%3Aopen+is%3Apr+label%3AS-Ready-For-Final-Review+-label%3AS-Controversial+-label%3AS-Blocked+-label%3AS-Adopt-Me+

Let's go through the list, explain why they're neat, and I'll share my reasoning for why they should (or shouldn't) be merged today :)

alice_i_cecile,
@alice_i_cecile@mastodon.gamedev.place avatar

That said, I'll wait for a second review: this is only a few hours old, super easy to review, and has a moderate number of lines changed. There's no rush :) Maybe you want to try your hand at reviewing Bevy PRs for the first time?

Thanks for following along! I've been slowly ramping back into work mode as my partner recovers: Sixfold and I have a #bevy crate cooking that we think you'll enjoy! Looks like just another full day of writing docs first before release though ;)

kroltan, to bevy

I finished my #ludumdare #ldjam entry!

It's an interactive toy type thing made in #bevy #bevyengine about a never-ending demonic war.

You can play it over at Ludum Dare.

video/mp4

zacharygoulet, to bevy

Here's part 2 of my Bevy Status Bar post from my Bevy Adventures series. In this one, I create a bevy plugin around our status bar from the previous post, into a functioning plugin, using rust generics!

Check it out here: https://zacharygoulet.com/blog/bevy-status-bar-p2

#bevy #rustlang #gamedev

snowy_road_gm, to bevy

Our very first game at Snowy Road Studios!

Scavenger: Jump around and scavenge for good items! https://snowy-road-studios.itch.io/scavenger

Scavenger came from a small in-house game jam with me (SRS founder koe) and my kid brother. Check the devlog to see how it went: https://snowy-road-studios.itch.io/scavenger/devlog/711861/developing-scavenger.

@bevy

jgayfer, to gamedev
@jgayfer@fosstodon.org avatar

I’ve been dipping my toes into the world of #gamedev this last week, giving #Bevy a shot (because you know, #rust).

My goal is to recreate Pac-Man, which has proved to be trickier than excepted.

Making games is hard (at least so far), but it’s been a fun to think about code in a way I haven’t before.

alice_i_cecile, to bevy
@alice_i_cecile@mastodon.gamedev.place avatar

We've long wanted a playground, just like the official one, where you can type in code in the browser and quickly mess around with Bevy. Now, thanks to Liam, you can experience this for yourself! https://learnbevy.com/playground

While this is currently unofficial, it looks like a great learning tool, and checks off all my boxes for an MVP: editing, logging, visual window... So cool!

The author is looking for feedback here: https://discord.com/channels/691052431525675048/692648638823923732/1191596430750666783

Shatur, to bevy
@Shatur@mastodon.social avatar

First game furniture

Added vintage table model from this post to the game: https://toot.garden/@YaraGardaria/112231421650294108

@projectharmonia

image/png
image/png

devlike, to bevy

Introducing Svarog! A #bevy #roguelike all-you-can-eat library. I'm starting a bi-weekly devlog of this library here. This week, data-driven config and a hello-world of sorts!

https://roguelike.rs/introducing-svarog

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

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!

https://github.com/bevyengine/bevy/pulls?q=is%3Aopen+is%3Apr+label%3AS-Ready-For-Final-Review+-label%3AS-Controversial+-label%3AS-Blocked+-label%3AS-Adopt-Me+

devlike, to bevy

I finally have UI layers natively in my game engine! This is a rewrite of the roguelike engine I used for where I went with ImGUI because I didn't have exactly these five days to figure out all the ropes. I'm limiting myself to creating a roguelike library within that would actually move a lot of the config stuff (grids, fonts, tilesets, UI layouts) out of code and into data. So far 40% there, all the static stuff now loads from shiny CSV files (thanks @Kyzrati) and this IS the way.

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