alice_i_cecile, to random
@alice_i_cecile@mastodon.gamedev.place avatar

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...

alice_i_cecile,
@alice_i_cecile@mastodon.gamedev.place avatar

@bevy ... the actual process of writing the 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.

https://github.com/bevyengine/bevy-website/issues/1163

outfly, to space
@outfly@mastodon.social avatar

#OutFly v0.9 just took off!

✅ 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

https://yunicode.itch.io/outfly
https://codeberg.org/hut/outfly

#space #game #rust #bevy #gamedev

crobocado, to blender
@crobocado@mastodon.social avatar

More work done tonight on (potential name, not quite sure), the tools for

  • 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 !

A custom User interface in Blender, showing the list of Blueprints and their associated Assets, for use in the Bevy game engine

bd103, to bevy
@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, to bevy
@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.

MevLyshkin, to gamedev
@MevLyshkin@mastodon.gamedev.place avatar

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) 😅

video/mp4

outfly, to fallout
@outfly@mastodon.social avatar

Fresh out the oven, version 0.8.5 of the open source space game !

✅ New flashlight
✅ Redesigned HUD, with -4-like bars for health/power/O2, and -dashboard-like warning lights
✅ New, well-balanced cruising vehicle
✅ Implemented power drain
✅ Much improved texture for

Btw, see how the hat of the chef doesn't cast a shadow? Because it ain't real! Just an illusion, which you can toggle with <TAB> :)

https://yunicode.itch.io/outfly

gak, to bevy
@gak@zoot.fun avatar

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

alice_i_cecile, to bevy
@alice_i_cecile@mastodon.gamedev.place avatar

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

alice_i_cecile, to gamedev
@alice_i_cecile@mastodon.gamedev.place avatar

Hi! Do you do in ( or not) and have cool gameplay footage to show off?

I've gotten a request from the 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.

bd103, to opensource
@bd103@hachyderm.io avatar

I'm happy to announce that I'll be participating in the 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

cart, to bevy
@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:

alice_i_cecile, to opensource
@alice_i_cecile@mastodon.gamedev.place avatar

@bevy now has working groups! These are bottom-up initiatives that provide a space for 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...

alice_i_cecile,
@alice_i_cecile@mastodon.gamedev.place avatar

@bevy If you've ever wanted to get started with , , or 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!

onelikeandidie, to rust
@onelikeandidie@mastodon.social avatar

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. 🐟👋

https://pires.gg/post/fish-fest-2024

alice_i_cecile, to opensource
@alice_i_cecile@mastodon.gamedev.place avatar

I just started my first day as a professional (well, engine dev) for @bevy.

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.

https://github.com/orgs/bevyengine/projects/17/views/1

Today was focused on laying out my priorities and tasks, then diving straight into the thorniest project management challenges we have (see below).

alice_i_cecile,
@alice_i_cecile@mastodon.gamedev.place avatar

@bevy The first 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:

  1. Some domains (hi assets, reflection and audio) simply don't have enough experts.
  2. The PR backlog is very painful to navigate and its really tricky to find PRs to review.
  3. Building consensus and momentum is too hard.
alice_i_cecile,
@alice_i_cecile@mastodon.gamedev.place avatar

@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 community has come together to openly discuss these challenges and potential solutions.

Huge thanks to everyone who participated today on Discord: https://discord.com/channels/691052431525675048/1235249400171855932 It was fun to have a little working group of our own to plan this all out!

I want to hear from others too: please join the conversation here, on Discord and in the PRs I made!

outfly, to space
@outfly@mastodon.social avatar

A new version of the open source space game 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

https://yunicode.itch.io/outfly

outfly, to Astronomy
@outfly@mastodon.social avatar
bd103, to bevy
@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, to bevy
@alice_i_cecile@mastodon.gamedev.place avatar

Hi! It's time for another :) Every week on Monday (pending illness and vacation), I go through '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, to GraphicsProgramming
@alice_i_cecile@mastodon.gamedev.place avatar

Wish that there was better IDE support for in for ?

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!

https://github.com/Runi-c/wgsl-lsp

jgayfer, to bevy
@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 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, to bevy
@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/

outfly, to gamedev
@outfly@mastodon.social avatar

This is hilarious.

I was working on adding shadows to the game, but everything was just constantly dark.

After an hour of debugging, turns out that a very large spherical object was blocking the directional light, casting a shadow on everything.

That object was THE SUN...

ThunderComplex, to bevy
@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

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