We've long wanted a #bevy playground, just like the official #rustlang 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 #bevy Playground site linked above now has an open-source repo! If this is something you'd like to help out with (or if you'd just like to see how the magic works), check it out at https://github.com/LiamGallagher737/learnbevy
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!
I finally have UI layers natively in my game engine! This is a rewrite of the roguelike engine I used for #7drl 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 #bevy 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.
Building this game really gives me a grasp of Jupiter's scale.
First, I wanted the game to take place in the main ring of Jupiter.
Then I rechecked calculations and updated the size of the planet to the actual size, as viewed from the main ring, and suddenly it just... filled out the entire screen 😨 it felt like horror on a cosmic scale. So... I decided, it's taking place in the outer rings instead^^"
Will Chrichton and his team have just released Argus, a trait debugger for Rust. They're looking for feedback from Bevy users, new and old, about how this helps with #bevy's frustrating error messages for broken query and system types. #rustlang, please give it a try, and forward feedback to him (or me)!
A PR from last week, updating the docs for 2D camera projections. As TrialDragon helpfully points out, this needs to be brought up to date with main, as required CI checks aren't on the old branch. That left this PR in limbo.
Thankfully, there's a nice "update branch" button on Github (turn this setting on for your heavily active repos!). Clicking it and retrying the merge.
Alright, that's all for this week! In case you missed it: we announced the Bevy Foundation last week, and are currently fundraising to pay for a full-time technical project manager for Bevy: me!
If you love these threads and want to see #opensource#rust#gamedev thrive, please consider donating. I want to be able to do this for years to come and help build Bevy into a world-class engine for pros and hobbyists, and your support makes all of the difference.
#Bevy 0.13.1 is out! This is a patch release that resolves issues discovered in Bevy 0.13. New projects will automatically pick it up. Existing apps can run "cargo update". For a list of changes, see the 0.13.1 milestone: