#bevyengine — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #bevyengine, aggregated by home.social.
-
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
-
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!
-
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
-
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
-
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
-
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
-
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
-
🪿 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
-
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
-
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.
-
Some screenshots I made during the migration to `avian_fdm`. The aeroplane handling is already way more realistic compared to before.
-
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
-
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
-
🦜 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 -
🐿️ reworking my own grid/tile system
🐇 improved tile merging -
🐿️ reworking my own grid/tile system
🐇 improved tile merging -
Migration to #bevyengine 0.18 done! 🐿️
🐬 ..luckily less work than expected -
Migration to #bevyengine 0.18 done! 🐿️
🐬 ..luckily less work than expected -
More Migrations...
✨ Updated my #rustlang macros for #bevyengine
🐿️ Added feature "0.18" for mevy_ui & mevy
🐬 ..which handles the changes to BorderRadius & LineHeight -
More Migrations...
✨ Updated my #rustlang macros for #bevyengine
🐿️ Added feature "0.18" for mevy_ui & mevy
🐬 ..which handles the changes to BorderRadius & LineHeight -
Late to the party, but slowly migrating to #bevyengine 0.18 🦆
Already migrated my bevy_gltf fork!
I still like a #rustlang trait to configure those. 😶🌫️
https://github.com/dekirisu/bevy_gltf_trait -
Late to the party, but slowly migrating to #bevyengine 0.18 🦆
Already migrated my bevy_gltf fork!
I still like a #rustlang trait to configure those. 😶🌫️
https://github.com/dekirisu/bevy_gltf_trait -
2/ Bevy has a delightful design for its render layers—that are not commingled with physics collider masks. Entities may be in multiple layers—thank the devs! By default it has 64 render layers. That's what you'd expect for choosing u64 instead of u32, but that SmallVec adds a lot of flexibility. By default it will use one u64 on the stack, which is nice and performant, but if necessary, it can store however many u64s you need on the heap. Use 128 layers if you need to. #bevyengine #gamedev
-
2/ Bevy has a delightful design for its render layers—that are not commingled with physics collider masks. Entities may be in multiple layers—thank the devs! By default it has 64 render layers. That's what you'd expect for choosing u64 instead of u32, but that SmallVec adds a lot of flexibility. By default it will use one u64 on the stack, which is nice and performant, but if necessary, it can store however many u64s you need on the heap. Use 128 layers if you need to. #bevyengine #gamedev
-
In the last few days, I've been fixing a few bugs, working on a new menu, and making the models and control surfaces more realistic.
We also reached 32 stars on GitHub! 🥳
https://github.com/wesfly/bevy_fs
https://codeberg.org/wesfly/bevy_fs#Bevy #BevyEngine #Rust #DevLog #GameDev #FlightSim #Aviation
-
In the last few days, I've been fixing a few bugs, working on a new menu, and making the models and control surfaces more realistic.
We also reached 32 stars on GitHub! 🥳
https://github.com/wesfly/bevy_fs
https://codeberg.org/wesfly/bevy_fs#Bevy #BevyEngine #Rust #DevLog #GameDev #FlightSim #Aviation
-
I just published bevy_fs v0.1.0! It now features:
- Automatic chunk loading
- A heads-up-display in the jet
- A little feature to rotate the sun with HJKL
.. and much moreexpect bugs 😅
https://github.com/wesfly/bevy_fs/releases/
https://codeberg.org/wesfly/bevy_fs/releases/#Bevy #BevyEngine #GameDev #Rust #FlightSim #Aviation #DevLog
-
I just published bevy_fs v0.1.0! It now features:
- Automatic chunk loading
- A heads-up-display in the jet
- A little feature to rotate the sun with HJKL
.. and much moreexpect bugs 😅
https://github.com/wesfly/bevy_fs/releases/
https://codeberg.org/wesfly/bevy_fs/releases/#Bevy #BevyEngine #GameDev #Rust #FlightSim #Aviation #DevLog
-
Little progress time lapse
-
Little progress time lapse
-
I used the last few days to switch to Mapterhorn, a faster and more high-resolution elevation data API than what I used before. It improves the graphics, but it also makes my computer struggle, so I still have to do some optimisations.
#Bevy #BevyEngine #FlightSim #GameDev #Rust #Aviation #Graphics
-
I used the last few days to switch to Mapterhorn, a faster and more high-resolution elevation data API than what I used before. It improves the graphics, but it also makes my computer struggle, so I still have to do some optimisations.
#Bevy #BevyEngine #FlightSim #GameDev #Rust #Aviation #Graphics
-
Cockpit display prototype
-
Cockpit display prototype
-
IDLE THOUGHT: I wonder if I could make Nano-9 render to the terminal? #bevyengine #pico8 #gamedev
-
IDLE THOUGHT: I wonder if I could make Nano-9 render to the terminal? #bevyengine #pico8 #gamedev
-
My flight simulator is now 3 months old!!! I honestly didn't think I'd be able to work on it for so long, I normally stop these projects after a few days or weeks 😅. Thank you so much for your support here on Mastodon and on Bluesky, it helps me to keep going with this little project!
https://github.com/wesfly/bevy_fs/
https://codeberg.org/wesfly/bevy_fs/#Bevy #BevyEngine #Rust #GameDev #FlightSim #Aviation #DevLog
-
My flight simulator is now 3 months old!!! I honestly didn't think I'd be able to work on it for so long, I normally stop these projects after a few days or weeks 😅. Thank you so much for your support here on Mastodon and on Bluesky, it helps me to keep going with this little project!
https://github.com/wesfly/bevy_fs/
https://codeberg.org/wesfly/bevy_fs/#Bevy #BevyEngine #Rust #GameDev #FlightSim #Aviation #DevLog
-
New Project BloodRed (WolfBorn) devlog! 🐺🔥
In this devlog I discussed:
- Performance
- Client/Server Authentication
- New & Fixed
- The direction for this game
- ECS improvementsRead it here: https://lupuscrystal.codeberg.page/blog/4
Happy hacking!