Long time no post, but there are a TON of upcoming changes for my #blender tools for the #bevyengine
I'll post more details in the coming days & weeks until release but here are a few random:
merging of the the #gltf_auto_export & bevy_components add-on for a better user ( and dev) experience
complete control of the gltf export settings (no more trimmed down version)
total rewrite of change detection for auto export , for a much more reliable workflow
8-way sprite exported from blender, using seldom_state and leafwing_input_manager for controls and animation control. idle, running, and dashing are the only animations implemented at the moment.
Just a prototype, but happy with the way it turned out, and I got a little blender scripting in too.
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
This week in Bevy we've got some project changes relating to contributing, PR review, and the formalization of working groups, new color grading and state-management features, as well as some exciting experiments and demos.
Particularly interesting on the experimental side of things is a new crate and some experimentation with Bevy/Vello integration.
I think I've learned what I wanted to from building this "Hades Start Menu" style demo. Doesn't use any Hades assets for copyright reasons, but accomplishes all of the elements in it using bevy_ui.
Still some more to do on it re: timings and such but happy with the couple custom shaders I wrote and having exported 3d animations as sprites from blender, etc for this.
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 🐟👋