#cargospace — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #cargospace, aggregated by home.social.
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https://www.evshift.com/307386/honda-civic-hatchback-meet-your-next-level-ride/ Honda Civic Hatchback | Meet Your Next-Level Ride #AlloyWheels #AndroidAuto #AppleCarPlay #CargoSpace #civic #ColorTouchScreen #Design #efficiency #ElectricCars #ElectricVehicles #EV #FuelEfficiency #GoogleBuiltIn #hatchback #Honda #HybridPowertrain #LedHeadlights #Meet #NextLevel #Performance #PowerfulAcceleration #RemoteEngineStart #Ride #SpeakerPremiumSoundSystem #SportTunedSuspension #sporty #Versatile
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https://www.evshift.com/297073/2024-nissan-kicks-suv-cargo-space/ 2024 Nissan Kicks® SUV | Cargo Space #2024Kicks #2024NissanKicks #Cargo #CargoSpace #ElectricCars #ElectricVehicles #EV #FlexibleCargo #Kicks #KicksCargo #KicksExterior #KicksInterior #KicksStorage #nissan #NissanKicks #NissanSUV #NissanUsa #space #SubcompactCrossoverSUV #SUV
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After a long summer break, I'm dipping my toes into gamedev again.
Here's a concept/idea I have for a welding tool in Cargo Space.
It was surprisingly hard to make something that didn't look like a gun... and something that also worked well at smaller scales.
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Just finished another devlog I've had lying around for a while. My take on procedurally generated parallaxing space backgrounds:
https://johanhelsing.studio/posts/cargo-space-devlog-7 -
Alright new devlog. I've been fighting Steam in various ways for a long time, teaching it not to eat my logs and exit codes, but think I have it under control now :)
I got lobbies working, and chat through #matchbox new reliable channel support.
Hoping to get back to some actual gameplay stuff now
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I'm making my own bevy_ecs-based (#xpbd) physics engine for cargo space. Wrote a post about tilemap collision, one-way platforms and how I implemented and optimized the collision broadphase.
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I'm making my own bevy_ecs-based (#xpbd) physics engine for cargo space. Wrote a post about tilemap collision, one-way platforms and how I implemented and optimized the collision broadphase.
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I'm making my own bevy_ecs-based (#xpbd) physics engine for cargo space. Wrote a post about tilemap collision, one-way platforms and how I implemented and optimized the collision broadphase.
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I'm making my own bevy_ecs-based (#xpbd) physics engine for cargo space. Wrote a post about tilemap collision, one-way platforms and how I implemented and optimized the collision broadphase.
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I'm making my own bevy_ecs-based (#xpbd) physics engine for cargo space. Wrote a post about tilemap collision, one-way platforms and how I implemented and optimized the collision broadphase.
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I wrote a post about how I handled sound effects and rollback netcode in Cargo Space. Curious if anybody else have similar solutions?
https://johanhelsing.studio/posts/cargo-space-devlog-4
#cargospace #bevyengine #rustlang #gamedev #ggrs #cargospace
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I just released Matchbox 0.5 (painless p2p networking for wasm)
Native-to-web cross-play is now finally supported :D And a nasty Firefox issue is also gone.
Here I'm dogfooding the feature in #cargospace starting a three player session between chrome, a native windows build and firefox on my phone (streamed back to my computer for capture).
Thanks, everyone who contributed!
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Cargo Space devlog #3: Making a coop 2d space game with #bevyengine
This time: Finding non-determinism/desyncs with bevy_ggrs' synctest session, cross-platform p2p, trying out kayak_ui, setting up automated builds with xtask/gitlab-ci, cargo-deny.
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Cargo Space devlog #2. Making a coop 2d space game. This time: using leafwing-input-manager with bevy_ggrs, rollback networking and debugging non-determinism, 2d platforming on moving ships.
https://johanhelsing.studio/posts/cargo-space-devlog-2
#gamedev #indiedev #cargospace #devlog #ggrs #bevyengine #rustlang
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I started working on a coop 2d space game and wrote a devlog entry about it. Might be of interest if you're working with #bevyengine, #rustlang, 2d platforming, tilemaps, #LDtk, or procedural generation.