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#bevy

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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.

:blobcat_cozy:

An idiomatic convars implementation for Bevy. Contribute to transcendental-experiences/bevy-convars development by creating an account on GitHub.
GitHubGitHub - transcendental-experiences/bevy-convars: An idiomatic convars implementation for Bevy.An idiomatic convars implementation for Bevy. Contribute to transcendental-experiences/bevy-convars development by creating an account on GitHub.
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@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!

#wgpu#rust#bevy

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 🙂

📜 github.com/projectharmonia/bev
📦 crates.io/crates/bevy_enhanced

Input manager for Bevy. Contribute to projectharmonia/bevy_enhanced_input development by creating an account on GitHub.
GitHubbevy_enhanced_input/CHANGELOG.md at master · projectharmonia/bevy_enhanced_inputInput manager for Bevy. Contribute to projectharmonia/bevy_enhanced_input development by creating an account on GitHub.

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.

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.

github.com/djeedai/bevy_hanabi

📦crates.io/crates/bevy_hanabi/0
🦀github.com/djeedai/bevy_hanabi

🎆 Hanabi — a GPU particle system plugin for the Bevy game engine. - djeedai/bevy_hanabi
GitHubbevy_hanabi/CHANGELOG.md at v0.15.0 · djeedai/bevy_hanabi🎆 Hanabi — a GPU particle system plugin for the Bevy game engine. - djeedai/bevy_hanabi