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#bevyengine — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #bevyengine, aggregated by home.social.

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  1. 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.

    bevy.org/learn/migration-guide #bevyengine

  2. 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.

    bevy.org/learn/migration-guide #bevyengine

  3. 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.

    bevy.org/learn/migration-guide #bevyengine

  4. 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.

    bevy.org/learn/migration-guide #bevyengine

  5. 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.

    bevy.org/learn/migration-guide #bevyengine

  6. 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!

    #RustLang #BevyEngine #LinuxGaming #Privacy #ConsentCulture

  7. 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!

    #RustLang #BevyEngine #LinuxGaming #Privacy #ConsentCulture

  8. 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!

    #RustLang #BevyEngine #LinuxGaming #Privacy #ConsentCulture

  9. 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!

    #RustLang #BevyEngine #LinuxGaming #Privacy #ConsentCulture

  10. 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!

    #RustLang #BevyEngine #LinuxGaming #Privacy #ConsentCulture

  11. 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...).

    crates.io/crates/fernweh

    #rust #RustLang #BevyEngine #procgen #ProceduralGeneration #bsn

  12. 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...).

    crates.io/crates/fernweh

    #rust #RustLang #BevyEngine #procgen #ProceduralGeneration #bsn

  13. 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...).

    crates.io/crates/fernweh

    #rust #RustLang #BevyEngine #procgen #ProceduralGeneration #bsn

  14. 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...).

    crates.io/crates/fernweh

    #rust #RustLang #BevyEngine #procgen #ProceduralGeneration #bsn

  15. 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...).

    crates.io/crates/fernweh

    #rust #RustLang #BevyEngine #procgen #ProceduralGeneration #bsn

  16. 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 (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:
    github.com/wesfly/bevy_fs/rele
    codeberg.org/wesfly/bevy_fs/re

    #Bevy #BevyEngine #Aviation #Rust #GameDev #FlightSim #DevLog

  17. 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 (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:
    github.com/wesfly/bevy_fs/rele
    codeberg.org/wesfly/bevy_fs/re

    #Bevy #BevyEngine #Aviation #Rust #GameDev #FlightSim #DevLog

  18. 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 (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:
    github.com/wesfly/bevy_fs/rele
    codeberg.org/wesfly/bevy_fs/re

    #Bevy #BevyEngine #Aviation #Rust #GameDev #FlightSim #DevLog

  19. 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 (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:
    github.com/wesfly/bevy_fs/rele
    codeberg.org/wesfly/bevy_fs/re

    #Bevy #BevyEngine #Aviation #Rust #GameDev #FlightSim #DevLog

  20. 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 (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:
    github.com/wesfly/bevy_fs/rele
    codeberg.org/wesfly/bevy_fs/re

    #Bevy #BevyEngine #Aviation #Rust #GameDev #FlightSim #DevLog

  21. 🪿 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™

    #bevyengine #rustlang #gamedev

  22. 🪿 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™

    #bevyengine #rustlang #gamedev

  23. 🪿 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™

    #bevyengine #rustlang #gamedev

  24. 🪿 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™

    #bevyengine #rustlang #gamedev

  25. 🪿 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™

    #bevyengine #rustlang #gamedev

  26. 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

  27. 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

  28. 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

  29. 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

  30. 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

  31. 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 changes

    Made 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

    #gpn24 #bevyengine #gamedev #rust

  32. 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 changes

    Made 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

    #gpn24 #bevyengine #gamedev #rust

  33. 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 changes

    Made 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

    #gpn24 #bevyengine #gamedev #rust

  34. 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 changes

    Made 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

    #gpn24 #bevyengine #gamedev #rust

  35. 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 changes

    Made 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

    #gpn24 #bevyengine #gamedev #rust

  36. Some screenshots I made during the migration to `avian_fdm`. The aeroplane handling is already way more realistic compared to before.

    #Bevy #BevyEngine #GameDev #Aviation #FlightSim #Rust

  37. Some screenshots I made during the migration to `avian_fdm`. The aeroplane handling is already way more realistic compared to before.

    #Bevy #BevyEngine #GameDev #Aviation #FlightSim #Rust

  38. Some screenshots I made during the migration to `avian_fdm`. The aeroplane handling is already way more realistic compared to before.

    #Bevy #BevyEngine #GameDev #Aviation #FlightSim #Rust

  39. Some screenshots I made during the migration to `avian_fdm`. The aeroplane handling is already way more realistic compared to before.

    #Bevy #BevyEngine #GameDev #Aviation #FlightSim #Rust

  40. Some screenshots I made during the migration to `avian_fdm`. The aeroplane handling is already way more realistic compared to before.

    #Bevy #BevyEngine #GameDev #Aviation #FlightSim #Rust

  41. A new video about Ratty terminal just dropped! 🧀🎉

    💯 Tantan explores Ratty, makes a text-editing game with a cursor missile effect!

    ▶️ Watch here: youtube.com/watch?v=agoO5lx77FY

    🐀 Ratty: github.com/orhun/ratty

    #rustlang #ratatui #gamedev #terminal #bevyengine #opensource

  42. A new video about Ratty terminal just dropped! 🧀🎉

    💯 Tantan explores Ratty, makes a text-editing game with a cursor missile effect!

    ▶️ Watch here: youtube.com/watch?v=agoO5lx77FY

    🐀 Ratty: github.com/orhun/ratty

  43. A new video about Ratty terminal just dropped! 🧀🎉

    💯 Tantan explores Ratty, makes a text-editing game with a cursor missile effect!

    ▶️ Watch here: youtube.com/watch?v=agoO5lx77FY

    🐀 Ratty: github.com/orhun/ratty

    #rustlang #ratatui #gamedev #terminal #bevyengine #opensource

  44. A new video about Ratty terminal just dropped! 🧀🎉

    💯 Tantan explores Ratty, makes a text-editing game with a cursor missile effect!

    ▶️ Watch here: youtube.com/watch?v=agoO5lx77FY

    🐀 Ratty: github.com/orhun/ratty

    #rustlang #ratatui #gamedev #terminal #bevyengine #opensource

  45. A new video about Ratty terminal just dropped! 🧀🎉

    💯 Tantan explores Ratty, makes a text-editing game with a cursor missile effect!

    ▶️ Watch here: youtube.com/watch?v=agoO5lx77FY

    🐀 Ratty: github.com/orhun/ratty

    #rustlang #ratatui #gamedev #terminal #bevyengine #opensource

  46. Currently doing some yoga with #Bevy #ECS 🤸 :awesome:

    If crates were challenging each other doing yoga, Bevy would definitely be number 1! It is so incredibly flexible!

    Just awe-inspiring! :sparkles_pride:

    #BevyEngine #Tree #DataStructures #Compiler #Algorithms

  47. Currently doing some yoga with #Bevy #ECS 🤸 :awesome:

    If crates were challenging each other doing yoga, Bevy would definitely be number 1! It is so incredibly flexible!

    Just awe-inspiring! :sparkles_pride:

    #BevyEngine #Tree #DataStructures #Compiler #Algorithms

  48. Currently doing some yoga with #Bevy #ECS 🤸 :awesome:

    If crates were challenging each other doing yoga, Bevy would definitely be number 1! It is so incredibly flexible!

    Just awe-inspiring! :sparkles_pride:

    #BevyEngine #Tree #DataStructures #Compiler #Algorithms

  49. Currently doing some yoga with #Bevy #ECS 🤸 :awesome:

    If crates were challenging each other doing yoga, Bevy would definitely be number 1! It is so incredibly flexible!

    Just awe-inspiring! :sparkles_pride:

    #BevyEngine #Tree #DataStructures #Compiler #Algorithms

  50. Currently doing some yoga with #Bevy #ECS 🤸 :awesome:

    If crates were challenging each other doing yoga, Bevy would definitely be number 1! It is so incredibly flexible!

    Just awe-inspiring! :sparkles_pride:

    #BevyEngine #Tree #DataStructures #Compiler #Algorithms

  51. 🦜 still reworking tile/grid base
    🦫 ..(experimental) custom texture mapping
    🪿 ..this is ONE material

    #bevyengine #rustlang #gamedev

  52. 🦜 still reworking tile/grid base
    🦫 ..(experimental) custom texture mapping
    🪿 ..this is ONE material

    #bevyengine #rustlang #gamedev

  53. 🦜 still reworking tile/grid base
    🦫 ..(experimental) custom texture mapping
    🪿 ..this is ONE material

    #bevyengine #rustlang #gamedev

  54. 🦜 still reworking tile/grid base
    🦫 ..(experimental) custom texture mapping
    🪿 ..this is ONE material

    #bevyengine #rustlang #gamedev

  55. 🦜 still reworking tile/grid base
    🦫 ..(experimental) custom texture mapping
    🪿 ..this is ONE material

    #bevyengine #rustlang #gamedev