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#cargospace — Public Fediverse posts

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

  1. 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.

    #cargospace #gamedev #indiedev

  2. Just finished another devlog I've had lying around for a while. My take on procedurally generated parallaxing space backgrounds:
    johanhelsing.studio/posts/carg

    #rustlang #bevyengine #cargospace #gamedev

  3. 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

    #bevyengine #rustlang #gamedev #cargospace

    johanhelsing.studio/posts/carg

  4. 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.

    johanhelsing.studio/posts/carg

    #cargospace #gamedev #rustlang #bevyengine

  5. 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.

    johanhelsing.studio/posts/carg

    #cargospace #gamedev #rustlang #bevyengine

  6. 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.

    johanhelsing.studio/posts/carg

    #cargospace #gamedev #rustlang #bevyengine

  7. 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.

    johanhelsing.studio/posts/carg

    #cargospace #gamedev #rustlang #bevyengine

  8. 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.

    johanhelsing.studio/posts/carg

    #cargospace #gamedev #rustlang #bevyengine

  9. I wrote a post about how I handled sound effects and rollback netcode in Cargo Space. Curious if anybody else have similar solutions?

    johanhelsing.studio/posts/carg

    #cargospace #bevyengine #rustlang #gamedev #ggrs #cargospace

  10. 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!

    #bevyengine #rustlang #ggrs #gamedev

  11. 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.

    johanhelsing.studio/posts/carg

    #cargospace #gamedev #indiedev #devlog #ggrs

  12. 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.

    johanhelsing.studio/posts/carg

    #gamedev #indiedev #cargospace #devlog #ggrs #bevyengine #rustlang

  13. 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.

    johanhelsing.studio/posts/carg

    #gamedev #indiedev #cargospace #devlog