»Parser library using nom for VB6 (projects, forms, designers, etc).
VB6Parse aims to be a complete, end-to-end parser library for VB6. Including.«
It was a very, very, very long time ago when I had to extend and correct VisualBasic code, now I can also do it via Rust. Admittedly, the project is very young and I don't want to have to use it, but I understand why it exists.
Still in need of y/z-indexing for visuals, but the collisions are working.
Colliders are defined in Tiled by visually placing vertices on the tilesheet. collider information is read when building the bevy_ecs_tilemap tilemap and translated into bevy_xpbd Colliders.
player is a kinematic rigidbody with a ellipse collider placed on a child entity. level colliders are static.
the switch plate in the middle is also a sensor, which is data added in Tiled as well.
@chrisbiscardi (reading up on xpbd, and Parry) this sounds pretty good to me. I don't care about physics simulation, forces, etc but I do welcome help with overall collision detection. Seems like I can get a good balance with these.
@carol thank you carol!! I'm so glad that you find our communtiy work useful!! That is the goal!!! ✨️join us in making the ecostsem more user friendly!!
:ferris_gesture: crates.io has an experimental dark UI mode now! 😱
we finally implemented our most upvoted feature request over the past weeks. while we are still searching for potential issues, the default mode is "Light". once we feel confident about the dark mode we will switch it over to "System".
Sometimes I wish that rustc had a database of small breaking changes that affect only a handful of crates, so that we could on the fly patch them going forward. Things like "we now correctly check for lifetimes in assoc types" can technically be a breaking change that affects a handful of crates, but I want to ensure that building a project from today in 15 years doesn't require a compiler tool chain from today.
I guess this is the windows backwards compatibility approach. #rust#rustlang