Productive half-day of work today at @bevy despite a doctor's appointment!
The Bevy release process, which generates the huge, detailed, beautiful blog posts that y'all love to read, has been a huge bugbear for years at this point. There's always a couple of grueling weeks of writing, editing, triaging, reviewing, merging and testing involved. Not good!
We've already set up a new release candidate process to reduce the stress on the tech side for both contributors and users, but...
@bevy ... the actual process of writing the #bevy release notes (and migration guide) is fussy, highly centralized and draining. Never have I wanted to just give up working on the project as much as during release prep!
So I put together a working group today to improve the process, and get this release out the door. Formation, design doc, revisions, blessing and the first steps to implementation in a single day! Awesome stuff. This is something we've wanted for ages.
✅ Implemented various challenging Achievements
✅ Implemented game menu
✅ Implemented game over screen
✅ Beautiful new planetary/lunar textures by Björn Jónsson, https://bjj.mmedia.is/data/planetary_maps.html
More work done tonight on #blenvy (potential name, not quite sure), the #blender tools for #Bevy
improved UI & workflow for Assets: the per level/world assets are displayed in the assets tab
since blueprints are a logical "unit" (ie reusable hierarchy of components, meshes AND their associated assets), the assets for blueprints & any other future data related to blueprints are under the "blueprints" tab
If you have feedback, remarks, criticism, don't hesitate !
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.
Finally, some progress on my card game! I was able to finally reach a point when it is more feature complete than previous iteration written a few years ago with different framework (quicksilver, it's dead now) 😅 #gamedev#indiedev#rustlang#bevy#bevyengine
Fresh out the oven, version 0.8.5 of the open source space game #OutFly!
✅ New flashlight
✅ Redesigned HUD, with #Fallout-4-like bars for health/power/O2, and #car-dashboard-like warning lights
✅ New, well-balanced cruising vehicle
✅ Implemented power drain
✅ Much improved texture for #Jupiter
Btw, see how the hat of the #pizza chef doesn't cast a shadow? Because it ain't real! Just an #AR illusion, which you can toggle with <TAB> :)
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!
Hi! Do you do #gamedev in #rustlang (#bevy or not) and have cool gameplay footage to show off?
I've gotten a request from the #RustNL organizers for clips to roll between talks! This seems like a fun idea, so I'm putting out a call for short, appealing gameplay clips with some form of credits on them. Get them to me (maybe post them as a reply?) within the next 24-48 hours and I'll get them to the organizers.
I'm happy to announce that I'll be participating in the #opensource#bevy Contributor's Guide working group alongside the wonderful TrialDragon, NthTensor, and more! We'll be writing a new section to the Bevy website covering all you need to know to contribute to the engine!
If you're a newcomer or an experienced contributor and would like to see a specific topic covered, please make sure to let us know! The goal is to consolidate all internal documentation into one singular source. :D
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:
@bevy now has working groups! These are bottom-up initiatives that provide a space for #opensource contributors to collaborate and plan complex but scoped initiatives. To make one, you need 1) at least two other enthusiastic collaborators 2) the blessing of project leadership for the direction of your work.
Make a proposal, write-up a design doc (however you want), run it by the experts in the space and you're off to the races! I'm really keen to see these play out. We have five to start...
@bevy If you've ever wanted to get started with #opensource, #rustlang, #gamedev or #bevy in particular, helping a working group is an incredible place to start. These are active, welcoming communities doing leadership-blessed work with a clear idea of tasks across all skill levels :)
Thanks so much to everyone who's made my first week as a professional open source maintainer such a dream. I can't wait to see what y'all cook up!
Wonder how I and a friend made a foddian game in around 72 hours? Check out my new blog post going over most of the issues I found while making it. #rust#bevy#bevyengine#gamedev 🐟👋
Super exciting to have the bandwidth to start putting my plans into motion. I decided that I want to do a daily status update in engine-dev, and let folks track my current areas of focus using a GitHub project board.
@bevy The first #bevy challenge I want to focus on is improving the contributor experience. Bevy has a huge PR backlog (557 PRs), which is largely driven by difficulty getting enough (and timely enough) reviews.
IMO there are three primary root causes here:
Some domains (hi assets, reflection and audio) simply don't have enough experts.
The PR backlog is very painful to navigate and its really tricky to find PRs to review.
@bevy I don't expect this to be the end of the project management work and improvements, but I'm feeling really pleased at the way the #bevy community has come together to openly discuss these challenges and potential solutions.
A new version of the open source space game #OutFly is out! :)
✅ New settlement in a hollowed-out asteroid - can you find it?
✅ New map markers for planets/moons
✅ Added remaining 7 planets with realistic textures
✅ Planet/moon positions are now based on the player's real time
✅ New speedometer
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!
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!
#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.