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 #Bevy. This is the furthest I've gotten into a Bevy project and I'm really enjoying it this time around!
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.
I love it when it feels like your critique is taken to heart. A #bevy user asked us for feedback on their #blender mockup for their #indiegame. 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
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 #bevy_asset_loader (a fantastic crate for #bevy
Also based on the data in #Blender 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
I recently assembled a #prusa 3D printer and thought it would be fun to print the #bevy#gamedev logo! I think it turned out fantastic, using galaxy black and pearl white PLA filament.
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!
I've started building a "chess like" in #Bevy. 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:
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! #bevy#gamedev
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!
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.
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!
#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.
@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.
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. :)