Bevy Engine

noeontheend,
@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!

Shatur,
@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

video/mp4

alice_i_cecile,
@alice_i_cecile@mastodon.gamedev.place avatar

I love it when it feels like your critique is taken to heart. A user asked us for feedback on their mockup for their . I talked about visual hierarchies, having a sense of style and pointed them at some valuable references (Isle of Arrows!) in their target genre. And wow, is the difference striking for only a couple of days! I'm really excited to see what this team makes :D

Full interaction starts here: https://discord.com/channels/691052431525675048/998686660667637832/1239733176998432878

A mockup of a tower defense with really clear distinction between the towers, enemies and terrain. Beautiful fog too. Now with bestagons!

crobocado,
@crobocado@mastodon.social avatar

Trying out generating external files based on the whole asset hierarchy of a level (this actually spans assets from multiple blend files !) in the .ron format used by (a fantastic crate for
Also based on the data in it is trivial to generate asset files either for a full level or for specific blueprints.

I am still unsure if it makes sense to use external files or if it is better to embed the asset information inside the gltf files' gltf_extras fields

bd103,
@bd103@hachyderm.io avatar

I recently assembled a 3D printer and thought it would be fun to print the logo! I think it turned out fantastic, using galaxy black and pearl white PLA filament.

Shatur,
@Shatur@mastodon.social avatar

🧬 Bevy Replicon 0.25.0 is out!

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

Here are some highlights:

  • Group-based replication rules, similar to queries.
  • Deserialization and writing now defined separately.
  • Writing now based on markers for more flexibility.
  • Deserialization in-place now can be customized.

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

Also check out 📦 https://github.com/NiseVoid/bevy_bundlication for a bundle-like API for replication groups.

gak,
@gak@zoot.fun avatar

Hitting some floating point accuracy limitations. Cool effect! #bevy #rustLang #gameDev https://www.youtube.com/watch?v=A1usxaWq0ng

alice_i_cecile,
@alice_i_cecile@mastodon.gamedev.place avatar

No #bevymergetrain today: I just arrived in Delft for #rustnl2024 after an overnight flight 😅 Ping the maintainers if there's something blocking your #bevy work though!

maciekglowka,
@maciekglowka@mastodon.gamedev.place avatar

@alice_i_cecile enjoy Delft! It's a lovely town :)

cart,
@cart@mastodon.social avatar

I've started building a "chess like" in . I have many ideas in the space, but I've started by building out core concepts so I can experiment. Initially this was just for fun, but I've started using it as a proving ground for some of the Bevy UX improvements I'm working on:

bd103,
@bd103@hachyderm.io avatar

Do you find yourself frustrated with how limiting bevy_audio can be? Check out @solarliner's new crate, bevy_kira_components, which experiments replacing our current system with Rodio with Kira!

https://docs.rs/bevy-kira-components/latest/bevy_kira_components/index.html

alice_i_cecile,
@alice_i_cecile@mastodon.gamedev.place avatar

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!

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,
@alice_i_cecile@mastodon.gamedev.place avatar
  1. https://github.com/bevyengine/bevy/pull/13137

BD103 continues their spree of making Bevy's CI and infrastructure incrementally better to work with :D Love to see it: these PRs are so easy to review and merge, and just make the contributor experience subtly better.

This one is more internal documentation and a swap from pub(crate) to the simpler pub for our binary tools crate. Great, two thumbs up for me. They reverted a change away from mod.rs reviewers were eh on, making this an easy merge.

alice_i_cecile,
@alice_i_cecile@mastodon.gamedev.place avatar

That's all for this week! I start full time with the Bevy Foundation on Wednesday: very keen to start bringing some of my cunning schemes to life.

In case you missed it, I'm also putting together a short poll for #rustlang #gamedev, in an attempt to gather feedback on the state of the language for making games in advance of meeting people at RustNL. Which is apparently next week?? So soon!

https://docs.google.com/forms/d/e/1FAIpQLSc-Gy0oYMdE4YRkTI25KfvnW5xVH3UtkT-RUXzDKZIwRCXNnQ/viewform

jgayfer,
@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,
@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/

ThunderComplex,
@ThunderComplex@musicians.today avatar

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

ThunderComplex,
@ThunderComplex@musicians.today avatar

@ilmai Thanks. But honestly, this bit of rubberduck debugging has made me realize that I can even get away with not even using real positions at all, thus eliminating any need for orbiting mechanics.

ilmai,
@ilmai@hachyderm.io avatar

@ThunderComplex not having to implement anything is always the best conclusion to reach!

bd103,
@bd103@hachyderm.io avatar

I realized I never finished a project in the 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.

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