Someone just asked on Reddit: how far is #bevy from it's 1.0 release?
I gave them an answer laying out the critical things I want to see fixed (and what I don't care about). Rather than letting it languish in obscurity: here's the link to read for yourself!
It does use Github's provided runners, so the benchmarks will be fairly noisy, but it is certainly better than nothing! This will hopefully help us catch performance regressions before they are sneak into a release. Nice!
Starting in on the #bevy release notes for 0.14 today! So, so many small PRs: for both the tools and the individual content sections.
I have a half-dozen open right now; give me a review or two (low standard, these will get a real editing pass before publication) and help me start tomorrow's work with a fresh slate? 🥺
Wow, I'm blown away - thank you so much for the warm response! Advanced Hands-on Rust is atop the publisher's best sellers list already!
I've started work on the next beta release - fixing bugs, improving code, updating the Bevy version and tuning the next chapter. (Beta readers get every update including the final release)
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
✅ 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:
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 🐟👋