#bevyengine — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #bevyengine, aggregated by home.social.
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Looking at the latest Bevy migration guide, and I don't know, it's good to see an API made better with each pass instead of backwards compatibility forcing the first-and-worst version on us forever.
Unity actually had a cool auto-update feature for API breaking changes. But I wonder if breaking backwards compatibility isn't going to be fear it once was. LLMs can do what Unity's tool did for any project in any language with a good migration guide.
https://bevy.org/learn/migration-guides/0-18-to-0-19/#the-old-bevy-scene-is-now-bevy-world-serialization #bevyengine
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Looking at the latest Bevy migration guide, and I don't know, it's good to see an API made better with each pass instead of backwards compatibility forcing the first-and-worst version on us forever.
Unity actually had a cool auto-update feature for API breaking changes. But I wonder if breaking backwards compatibility isn't going to be fear it once was. LLMs can do what Unity's tool did for any project in any language with a good migration guide.
https://bevy.org/learn/migration-guides/0-18-to-0-19/#the-old-bevy-scene-is-now-bevy-world-serialization #bevyengine
-
Looking at the latest Bevy migration guide, and I don't know, it's good to see an API made better with each pass instead of backwards compatibility forcing the first-and-worst version on us forever.
Unity actually had a cool auto-update feature for API breaking changes. But I wonder if breaking backwards compatibility isn't going to be fear it once was. LLMs can do what Unity's tool did for any project in any language with a good migration guide.
https://bevy.org/learn/migration-guides/0-18-to-0-19/#the-old-bevy-scene-is-now-bevy-world-serialization #bevyengine
-
Looking at the latest Bevy migration guide, and I don't know, it's good to see an API made better with each pass instead of backwards compatibility forcing the first-and-worst version on us forever.
Unity actually had a cool auto-update feature for API breaking changes. But I wonder if breaking backwards compatibility isn't going to be fear it once was. LLMs can do what Unity's tool did for any project in any language with a good migration guide.
https://bevy.org/learn/migration-guides/0-18-to-0-19/#the-old-bevy-scene-is-now-bevy-world-serialization #bevyengine
-
Looking at the latest Bevy migration guide, and I don't know, it's good to see an API made better with each pass instead of backwards compatibility forcing the first-and-worst version on us forever.
Unity actually had a cool auto-update feature for API breaking changes. But I wonder if breaking backwards compatibility isn't going to be fear it once was. LLMs can do what Unity's tool did for any project in any language with a good migration guide.
https://bevy.org/learn/migration-guides/0-18-to-0-19/#the-old-bevy-scene-is-now-bevy-world-serialization #bevyengine
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I've been having fun exploring the beta of Time of Progress from @elmowilk (fixed mention). It's "a City Builder set during the Industrial Revolution" and is playing wonderfully and I have been looking forward to this for months as Anselmo has been sharing updates. I also loved that even for the beta the analytics are opt-in, I turned it on 💛
Looking forward to getting it on launch day. Congrats on a great game!
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I've been having fun exploring the beta of Time of Progress from @elmowilk (fixed mention). It's "a City Builder set during the Industrial Revolution" and is playing wonderfully and I have been looking forward to this for months as Anselmo has been sharing updates. I also loved that even for the beta the analytics are opt-in, I turned it on 💛
Looking forward to getting it on launch day. Congrats on a great game!
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I've been having fun exploring the beta of Time of Progress from @elmowilk (fixed mention). It's "a City Builder set during the Industrial Revolution" and is playing wonderfully and I have been looking forward to this for months as Anselmo has been sharing updates. I also loved that even for the beta the analytics are opt-in, I turned it on 💛
Looking forward to getting it on launch day. Congrats on a great game!
-
I've been having fun exploring the beta of Time of Progress from @elmowilk (fixed mention). It's "a City Builder set during the Industrial Revolution" and is playing wonderfully and I have been looking forward to this for months as Anselmo has been sharing updates. I also loved that even for the beta the analytics are opt-in, I turned it on 💛
Looking forward to getting it on launch day. Congrats on a great game!
-
I've been having fun exploring the beta of Time of Progress from @elmowilk (fixed mention). It's "a City Builder set during the Industrial Revolution" and is playing wonderfully and I have been looking forward to this for months as Anselmo has been sharing updates. I also loved that even for the beta the analytics are opt-in, I turned it on 💛
Looking forward to getting it on launch day. Congrats on a great game!
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Ever wanted to make a game that takes place in a procedurally generated world, but don't want to deal with the hassle of instantiating chunks as your player moves?
With my #fernweh library for #bevy, you declaratively define what chunks are made of, using the brand new Bevy scene system, and fernweh takes care of asynchronously computing and spawning/despawning them as needed.
Fernweh is *very* generic: it doesn't care if your game is 2D, 3D, or whatever else. *You* get to decide how to refer to chunks, *you* get to decide what chunks should be visible at what point, and chunks may be composed of *anything* that can be represented as a Bevy scene, that is, pretty much anything you could want (meshes, colliders, audio sources...).
https://crates.io/crates/fernweh
#rust #RustLang #BevyEngine #procgen #ProceduralGeneration #bsn
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Ever wanted to make a game that takes place in a procedurally generated world, but don't want to deal with the hassle of instantiating chunks as your player moves?
With my #fernweh library for #bevy, you declaratively define what chunks are made of, using the brand new Bevy scene system, and fernweh takes care of asynchronously computing and spawning/despawning them as needed.
Fernweh is *very* generic: it doesn't care if your game is 2D, 3D, or whatever else. *You* get to decide how to refer to chunks, *you* get to decide what chunks should be visible at what point, and chunks may be composed of *anything* that can be represented as a Bevy scene, that is, pretty much anything you could want (meshes, colliders, audio sources...).
https://crates.io/crates/fernweh
#rust #RustLang #BevyEngine #procgen #ProceduralGeneration #bsn
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Ever wanted to make a game that takes place in a procedurally generated world, but don't want to deal with the hassle of instantiating chunks as your player moves?
With my #fernweh library for #bevy, you declaratively define what chunks are made of, using the brand new Bevy scene system, and fernweh takes care of asynchronously computing and spawning/despawning them as needed.
Fernweh is *very* generic: it doesn't care if your game is 2D, 3D, or whatever else. *You* get to decide how to refer to chunks, *you* get to decide what chunks should be visible at what point, and chunks may be composed of *anything* that can be represented as a Bevy scene, that is, pretty much anything you could want (meshes, colliders, audio sources...).
https://crates.io/crates/fernweh
#rust #RustLang #BevyEngine #procgen #ProceduralGeneration #bsn
-
Ever wanted to make a game that takes place in a procedurally generated world, but don't want to deal with the hassle of instantiating chunks as your player moves?
With my #fernweh library for #bevy, you declaratively define what chunks are made of, using the brand new Bevy scene system, and fernweh takes care of asynchronously computing and spawning/despawning them as needed.
Fernweh is *very* generic: it doesn't care if your game is 2D, 3D, or whatever else. *You* get to decide how to refer to chunks, *you* get to decide what chunks should be visible at what point, and chunks may be composed of *anything* that can be represented as a Bevy scene, that is, pretty much anything you could want (meshes, colliders, audio sources...).
https://crates.io/crates/fernweh
#rust #RustLang #BevyEngine #procgen #ProceduralGeneration #bsn
-
Ever wanted to make a game that takes place in a procedurally generated world, but don't want to deal with the hassle of instantiating chunks as your player moves?
With my #fernweh library for #bevy, you declaratively define what chunks are made of, using the brand new Bevy scene system, and fernweh takes care of asynchronously computing and spawning/despawning them as needed.
Fernweh is *very* generic: it doesn't care if your game is 2D, 3D, or whatever else. *You* get to decide how to refer to chunks, *you* get to decide what chunks should be visible at what point, and chunks may be composed of *anything* that can be represented as a Bevy scene, that is, pretty much anything you could want (meshes, colliders, audio sources...).
https://crates.io/crates/fernweh
#rust #RustLang #BevyEngine #procgen #ProceduralGeneration #bsn
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For its 6-month anniversary, bevy_fs v0.2.0 released today! 🎉 It includes some exciting changes like the migration of the FDM to avian_fdm (https://github.com/viccuad/avian_fdm), a new terrain shader that colours the terrain based on its slope and a new aeroplane.
Thank you so much for your motivation and support here on Mastodon.
Release notes:
https://github.com/wesfly/bevy_fs/releases/tag/v0.2.0
https://codeberg.org/wesfly/bevy_fs/releases/tag/v0.2.0#Bevy #BevyEngine #Aviation #Rust #GameDev #FlightSim #DevLog
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For its 6-month anniversary, bevy_fs v0.2.0 released today! 🎉 It includes some exciting changes like the migration of the FDM to avian_fdm (https://github.com/viccuad/avian_fdm), a new terrain shader that colours the terrain based on its slope and a new aeroplane.
Thank you so much for your motivation and support here on Mastodon.
Release notes:
https://github.com/wesfly/bevy_fs/releases/tag/v0.2.0
https://codeberg.org/wesfly/bevy_fs/releases/tag/v0.2.0#Bevy #BevyEngine #Aviation #Rust #GameDev #FlightSim #DevLog
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For its 6-month anniversary, bevy_fs v0.2.0 released today! 🎉 It includes some exciting changes like the migration of the FDM to avian_fdm (https://github.com/viccuad/avian_fdm), a new terrain shader that colours the terrain based on its slope and a new aeroplane.
Thank you so much for your motivation and support here on Mastodon.
Release notes:
https://github.com/wesfly/bevy_fs/releases/tag/v0.2.0
https://codeberg.org/wesfly/bevy_fs/releases/tag/v0.2.0#Bevy #BevyEngine #Aviation #Rust #GameDev #FlightSim #DevLog
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For its 6-month anniversary, bevy_fs v0.2.0 released today! 🎉 It includes some exciting changes like the migration of the FDM to avian_fdm (https://github.com/viccuad/avian_fdm), a new terrain shader that colours the terrain based on its slope and a new aeroplane.
Thank you so much for your motivation and support here on Mastodon.
Release notes:
https://github.com/wesfly/bevy_fs/releases/tag/v0.2.0
https://codeberg.org/wesfly/bevy_fs/releases/tag/v0.2.0#Bevy #BevyEngine #Aviation #Rust #GameDev #FlightSim #DevLog
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For its 6-month anniversary, bevy_fs v0.2.0 released today! 🎉 It includes some exciting changes like the migration of the FDM to avian_fdm (https://github.com/viccuad/avian_fdm), a new terrain shader that colours the terrain based on its slope and a new aeroplane.
Thank you so much for your motivation and support here on Mastodon.
Release notes:
https://github.com/wesfly/bevy_fs/releases/tag/v0.2.0
https://codeberg.org/wesfly/bevy_fs/releases/tag/v0.2.0#Bevy #BevyEngine #Aviation #Rust #GameDev #FlightSim #DevLog
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The Open Source Flight Sim Manifesto - by Víctor Cuadrado Juan (viccuad)
https://viccuad.me/blog/open-source-flight-sim-manifesto
Repo/Org:
https://github.com/flight-sim-guild/welcomeTagging @wesfly in case they haven't seen this yet. 😉
#Bevy #BevyEngine #FlightSimulator #Sim #FlightSim #OpenSource #Manifesto
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The Open Source Flight Sim Manifesto - by Víctor Cuadrado Juan (viccuad)
https://viccuad.me/blog/open-source-flight-sim-manifesto
Repo/Org:
https://github.com/flight-sim-guild/welcomeTagging @wesfly in case they haven't seen this yet. 😉
#Bevy #BevyEngine #FlightSimulator #Sim #FlightSim #OpenSource #Manifesto
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The Open Source Flight Sim Manifesto - by Víctor Cuadrado Juan (viccuad)
https://viccuad.me/blog/open-source-flight-sim-manifesto
Repo/Org:
https://github.com/flight-sim-guild/welcomeTagging @wesfly in case they haven't seen this yet. 😉
#Bevy #BevyEngine #FlightSimulator #Sim #FlightSim #OpenSource #Manifesto
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The Open Source Flight Sim Manifesto - by Víctor Cuadrado Juan (viccuad)
https://viccuad.me/blog/open-source-flight-sim-manifesto
Repo/Org:
https://github.com/flight-sim-guild/welcomeTagging @wesfly in case they haven't seen this yet. 😉
#Bevy #BevyEngine #FlightSimulator #Sim #FlightSim #OpenSource #Manifesto
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The Open Source Flight Sim Manifesto - by Víctor Cuadrado Juan (viccuad)
https://viccuad.me/blog/open-source-flight-sim-manifesto
Repo/Org:
https://github.com/flight-sim-guild/welcomeTagging @wesfly in case they haven't seen this yet. 😉
#Bevy #BevyEngine #FlightSimulator #Sim #FlightSim #OpenSource #Manifesto
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🪿 using my new grid base
🦜 a few shading changes
🐇 own embedded DB system (kinda)
🐇 ..linked with my own asset loader (for the world only)
🥷 a bunch of other changes™ -
🪿 using my new grid base
🦜 a few shading changes
🐇 own embedded DB system (kinda)
🐇 ..linked with my own asset loader (for the world only)
🥷 a bunch of other changes™ -
🪿 using my new grid base
🦜 a few shading changes
🐇 own embedded DB system (kinda)
🐇 ..linked with my own asset loader (for the world only)
🥷 a bunch of other changes™ -
🪿 using my new grid base
🦜 a few shading changes
🐇 own embedded DB system (kinda)
🐇 ..linked with my own asset loader (for the world only)
🥷 a bunch of other changes™ -
🪿 using my new grid base
🦜 a few shading changes
🐇 own embedded DB system (kinda)
🐇 ..linked with my own asset loader (for the world only)
🥷 a bunch of other changes™ -
Folks making things with #bevy: how many entities do you have in a typical screen? #ECS is a very different way to think, and I have no sense of scale! #gamedev #bevyengine
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Folks making things with #bevy: how many entities do you have in a typical screen? #ECS is a very different way to think, and I have no sense of scale! #gamedev #bevyengine
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Folks making things with #bevy: how many entities do you have in a typical screen? #ECS is a very different way to think, and I have no sense of scale! #gamedev #bevyengine
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Folks making things with #bevy: how many entities do you have in a typical screen? #ECS is a very different way to think, and I have no sense of scale! #gamedev #bevyengine
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Folks making things with #bevy: how many entities do you have in a typical screen? #ECS is a very different way to think, and I have no sense of scale! #gamedev #bevyengine
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The workshop about Bevy was quite great!
While unfortunately, I spent most of the time solving issues related to depencies, so I had little time to work on modifying the example game, I still was able to make some changesMade the player and enemies move faster and smoother, faster RoF and different projectile colour, and a visual indication that the player has some seconds of invincibility frames, upon being hit
And edited the game title: GPN Survivors Redux -
The workshop about Bevy was quite great!
While unfortunately, I spent most of the time solving issues related to depencies, so I had little time to work on modifying the example game, I still was able to make some changesMade the player and enemies move faster and smoother, faster RoF and different projectile colour, and a visual indication that the player has some seconds of invincibility frames, upon being hit
And edited the game title: GPN Survivors Redux -
The workshop about Bevy was quite great!
While unfortunately, I spent most of the time solving issues related to depencies, so I had little time to work on modifying the example game, I still was able to make some changesMade the player and enemies move faster and smoother, faster RoF and different projectile colour, and a visual indication that the player has some seconds of invincibility frames, upon being hit
And edited the game title: GPN Survivors Redux -
The workshop about Bevy was quite great!
While unfortunately, I spent most of the time solving issues related to depencies, so I had little time to work on modifying the example game, I still was able to make some changesMade the player and enemies move faster and smoother, faster RoF and different projectile colour, and a visual indication that the player has some seconds of invincibility frames, upon being hit
And edited the game title: GPN Survivors Redux -
The workshop about Bevy was quite great!
While unfortunately, I spent most of the time solving issues related to depencies, so I had little time to work on modifying the example game, I still was able to make some changesMade the player and enemies move faster and smoother, faster RoF and different projectile colour, and a visual indication that the player has some seconds of invincibility frames, upon being hit
And edited the game title: GPN Survivors Redux -
Some screenshots I made during the migration to `avian_fdm`. The aeroplane handling is already way more realistic compared to before.
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Some screenshots I made during the migration to `avian_fdm`. The aeroplane handling is already way more realistic compared to before.
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Some screenshots I made during the migration to `avian_fdm`. The aeroplane handling is already way more realistic compared to before.
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Some screenshots I made during the migration to `avian_fdm`. The aeroplane handling is already way more realistic compared to before.
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Some screenshots I made during the migration to `avian_fdm`. The aeroplane handling is already way more realistic compared to before.
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A new video about Ratty terminal just dropped! 🧀🎉
💯 Tantan explores Ratty, makes a text-editing game with a cursor missile effect!
▶️ Watch here: https://www.youtube.com/watch?v=agoO5lx77FY
🐀 Ratty: https://github.com/orhun/ratty
#rustlang #ratatui #gamedev #terminal #bevyengine #opensource
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A new video about Ratty terminal just dropped! 🧀🎉
💯 Tantan explores Ratty, makes a text-editing game with a cursor missile effect!
▶️ Watch here: https://www.youtube.com/watch?v=agoO5lx77FY
🐀 Ratty: https://github.com/orhun/ratty
#rustlang #ratatui #gamedev #terminal #bevyengine #opensource
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A new video about Ratty terminal just dropped! 🧀🎉
💯 Tantan explores Ratty, makes a text-editing game with a cursor missile effect!
▶️ Watch here: https://www.youtube.com/watch?v=agoO5lx77FY
🐀 Ratty: https://github.com/orhun/ratty
#rustlang #ratatui #gamedev #terminal #bevyengine #opensource
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A new video about Ratty terminal just dropped! 🧀🎉
💯 Tantan explores Ratty, makes a text-editing game with a cursor missile effect!
▶️ Watch here: https://www.youtube.com/watch?v=agoO5lx77FY
🐀 Ratty: https://github.com/orhun/ratty
#rustlang #ratatui #gamedev #terminal #bevyengine #opensource
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A new video about Ratty terminal just dropped! 🧀🎉
💯 Tantan explores Ratty, makes a text-editing game with a cursor missile effect!
▶️ Watch here: https://www.youtube.com/watch?v=agoO5lx77FY
🐀 Ratty: https://github.com/orhun/ratty
#rustlang #ratatui #gamedev #terminal #bevyengine #opensource
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🦜 still reworking tile/grid base
🦫 ..(experimental) custom texture mapping
🪿 ..this is ONE material -
🦜 still reworking tile/grid base
🦫 ..(experimental) custom texture mapping
🪿 ..this is ONE material -
🦜 still reworking tile/grid base
🦫 ..(experimental) custom texture mapping
🪿 ..this is ONE material -
🦜 still reworking tile/grid base
🦫 ..(experimental) custom texture mapping
🪿 ..this is ONE material -
🦜 still reworking tile/grid base
🦫 ..(experimental) custom texture mapping
🪿 ..this is ONE material