Went down the rabbit-hole of #egui & #bevy. Managed to get something "functional", but it was utterly unmaintainable code. I built a tileset palette and was able to draw on screen, but it was limited in how I was using egui.
#Bevy 0.11.2 has just been released!
This is a bugfix release that resolves more issues discovered after the 0.11 release. New projects will automatically pick it up. Bevy Plugins do not need to release new versions. Existing Bevy 0.11 apps can run "cargo update" to pick it up!
#Bevy 0.11.1 has just been released!
This is a bugfix release that resolves some issues discovered after the 0.11 release. New projects will automatically pick it up. Bevy Plugins do not need to release new versions. Existing Bevy 0.11 apps can run "cargo update" to pick it up!
Another Monday, another #bevymergetrain. Let's take a look at the twice-approved (by anyone!), non-controversial #opensource#gamedev PRs that are ready for #bevy this week.
Looks like we're at 6 at the moment: I should do more reviews! Follow along for an explanation of what each #rust PR does, and how I evaluate its merge-readiness.
The previous version of the bevy_third_person_camera was missing some core functionality of a classic TP camera, offset. I've added the ability to add a custom X & Y offset to the camera, as well as an optional toggle so that the camera offset can be inversed.
I don't usually share my coding scratch work, but I'm going to try in this case. Here's how it'll work: It'll be MIT licensed. It'll evolve rapidly but I'll try to tag the repo so that you can refer back to what's shown here. For instance this GIF was made using the 'toot1' tag.
define Bevy components as custom properties in Blender , now using RON (much cleaner syntax!) , and better custom properties support (colors, vectors , etc :)
a Blender Add-on (optional) to auto export to gltf on save
had almost no time for #gamedev in #bevy#BevyEngine this week, but FINALLY created some test animations in #blender and experimented with importing them into Bevy.
Doing it a bit differently than in the Bevy examples:
I have a spawning system that can spawn from gltf files
on spawning, I clone Bevy's gltf "named_animations" data from the gltf into a component that is inserted at the same level as the AnimationPlayer component
I can then query for the combo to control the animations
I haven't been able to find a simple yet effective third person camera for Bevy. This led me to create my very own (and first) crate! My goals for this crate were quite simple:
Tested out deploying a #bevy#BevyEngine game to the #SteamDeck and I was blown away !It was a breeze !
I at least expected a few issues and things to fix, but it worked out of the box 🙂
Compile in release mode, follow the Steam deck dev docs (which are great, along with the tools!) to deploy and voilà !
Performance is really good as well !
I was curious to see how the "particles as entities" would perform and the answer is "just fine" :)
I love Bevy so much :)
So here’s an early sneak preview of the #Sudoku game we’re working on. It’ll need one more design pass, but the iOS version is almost ready. #Steam#Deck will be next.