I'm still messing around with the art style for my #rts game. I'm happy with the direction that it is going, but I'd like to add a bit more of a 'stylized' look to it. Comment any ideas!
I'm still messing around with the art style for my #rts game. I'm happy with the direction that it is going, but I'd like to add a bit more of a 'stylized' look to it. Comment any ideas!
Title: Unhaunter: Dare to Face the Unseen
️ What's: A libre ghost-hunting game mixing explor., puzzle & strategy
️ -
️ https://github.com/deavid/unhaunter
️ https://techhub.social/@deavid
#LinuxGaming #ShareYourGames #Puzzle #Investigation #Strategy #Ghost #Bevy #Rust
️ #Libre #Bin
Our entry: https://lebottinlinux.vps.a-lec.org/LO.html
️Update: 0.3.0 Beta 1➜2.1
Major release (Unstable)
️
️Changes: https://github.com/deavid/unhaunter/releases
️From:
️https://github.com/deavid/unhaunter/releases.atom
️https://www.youtube.com/embed/WlVmAi5dKxs
️https://www.youtube.com/embed/IiYkzltQfkg
https://video.hardlimit.com/videos/embed/oNhei3W9ER6se1G7vZXmTx?start=506
I've updated my website a bit and added notes section where I plan to put bunch of useful small systems/components for #bevy
I've just added two of them:
- using gamepad as a mouse and or keyboard
- Joystick area node for having virtual joystick for (mostly) touch screen input
Let me know if you find them useful :D
Since #Bevy 0.16 will be releasing soon that means the next Bevy jam should be just around the corner. I don't know yet if I have time to participate, but I'd like to at least get up to speed on the new features and changes by updating my last jam entry to the new version. Would be a good opportunity to polish it and fix some of its fundamental design flaws.
Or maybe it makes more sense to make something new from scratch
I ran into the fact options for config on #bevy are pretty lacking- so I wrote https://github.com/transcendental-experiences/bevy-convars, a hopefully all-in-one solution for granular game config.
It provides a strictly typed implementation of Convars, ala the ones you may be familiar with from Quake and Source, with quite a pile of usability improvements over those two.
I added an 'outline' shader (copied this: https://github.com/Pybounce/rollable). I need to make some adjustments, but I think its pretty cool! What do you think?
@lobsters Wgpu is great, but its documentation is just... bad. The only guide on the internet is a guide which uses Winit (which is basically a dead API at this point) and it only goes as far as instancing.
I'd love to use a pure rust graphics library, but at the moment I'm going to stick to OpenGL and Bevy due to the terrible documentation of Wgpu.
I do hope Wgpu improves that in the future, as it is definitely the future of Rust graphics programming!
Hey Rust + Bevy developers. I'm hoping you can help me out
I'm really interested in backends for games, as in a multiplayer server, with the ability to scale out by increasing the number of servers. In .net I use the Orleans actor framework, which can dynamically handle scaling, but I feel less connected with my code when so much of it is handled by the framework.
Plus I would love to do something bigger with rust.
Can you help point me at some docs or crates or anything about server options? Any thoughts would be appreciated! I love the idea of ECS, but I'm not sure if that is something that would be usefully applied to a cluster.
Bevy Enhanced Input 0.9.0 is out!
It's an input manager for Bevy, inspired by Unreal Engine Enhanced Input.
This release contains many changes, most notably the component-based API for contexts.
We've also reworked the documentation, now including a quick-start guide that walks you through the API.
@alice_i_cecile and I would appreciate your feedback
https://github.com/projectharmonia/bevy_enhanced_input/blob/master/CHANGELOG.md
https://crates.io/crates/bevy_enhanced_input
I'm adding kerning groups to the glyph info widget in Bezy.
Because Bezy is built on a game engine(#bevy), we get optical kerning with game controllers out of the box.
But most of the tools for editing kerning info have been offloaded to a separate Rust CLI app where it's easier to automate font production with both procedural scripting and AI automation.
Most font editors are not designed for programmers, Bezy is. Font production can be MUCH more automated when you don't use prosumer tools.
Babe wake up. Andrew just dropped another YouTube video
Functioning Vehicle Depots!!! I just need to update the UI to display the build times and build queue. Don't worry, the audio voices will change. I'm experimenting with different voices and lines.
Konstruo - The beginnings of a scenario based town building game
#bevy Migration Writing Pass 1
The people have spoken! Based off of my writing pass in https://github.com/bevyengine/bevy-website/pull/2053, here's some of most interesting or useful breaking changes in Bevy 0.16.
1/7
I know that I have almost zero experience animating, but I did not expect animating a garage door to take THAT long. Sheesh. Another day in the life right?
As a beginner I'm looking at #Bevy 2D text examples. I wonder whether it is possible (for me) to get the size of rendered text, so that I can arrange other elements based on it.
The most simple example would be the string "hello world" in a given font and I would light to know width and height, so that I can draw a rectangle around it.
My general idea is a kind of diagram editor, but with special layout rules I would like to implement myself.
I would like to understand how feasible it is.
Bevy Hanabi v0.15.0 is out!
Following the usual release pattern, v0.15.0 is a major release with amazing new features:
New "hierarchical" effect feature allowing with GPU spawn event, to allow an effect to trigger particle spawning into another effect
A rewrite of the ribbons/trails implementation with explicit particle sorting. This replaces the confusing "group" API.
https://github.com/djeedai/bevy_hanabi/blob/v0.15.0/CHANGELOG.md
https://crates.io/crates/bevy_hanabi/0.15.0
https://github.com/djeedai/bevy_hanabi