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  1. I just updated Extreme Bevy, my tutorial series on how to create a low-latency p2p web (and native) game using matchbox and bevy_ggrs to Bevy 0.13.

    And I also finished chapter 5, on procedural generation. It's starting to look like an actual game now :)

    johanhelsing.studio/posts/extr

    #matchbox #ggrs #rustlang #bevyengine #gamedev

  2. bevy_matchbox and bevy_ggrs have been released, with Bevy 0.12 support.

    bevy_ggrs in particular has some shiny new features:

    - clone-based snapshotting (better perfomance)
    - exchanging checksums across peers for desync detection
    - checksumming foreign types (like Transform)

    I've updated my "Extreme Bevy" p2p web game tutorial series to take advantage of them all. Including a new chapter on desync detection:
    johanhelsing.studio/posts/extr

    #matchbox #ggrs #bevyengine #rustlang #gamedev

  3. After almost two years since part 3, I finished part 4 of the Extreme Bevy tutorial series. The series is about making a p2p rolllback web game with Bevy, GGRS and Matchbox.

    Part 4 explains how to use states in a rollback safe way, and how to add a simple ui for scores

    johanhelsing.studio/posts/extr

    #rustlang #gamedev #bevyengine #matchbox #ggrs

  4. We just released bevy_matchbox 0.7, compatible with the latest Bevy release, and I updated my tutorial series on how to build a p2p multiplayer web game using rust, Bevy, ggrs and matchbox.

    johanhelsing.studio/posts/extr

    #rustlang #bevyengine #gamedev #matchbox #ggrs

  5. Oh, and I've updated the Extreme Bevy tutorial series (How to make a p2p web game with rust and rollback netcode) to Bevy 0.10, bevy_ggrs 0.12... and it's using the new bevy_matchbox crate :)

    #rustlang #gamedev #bevyengine #ggrs

    johanhelsing.studio/posts/extr

  6. 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

  7. 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

  8. 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

  9. 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

  10. #introduction time :)

    Hi all! I'm a (semi-)independent #gamedev, also making open-source tools, libraries and tutorials, focused around #rustlang and #bevyengine.

    I made #matchbox, a rust crate for easily making p2p connections on web and native. I wrote "extreme bevy", a tutorial series for how make a game with it, Bevy and #ggrs that I try to keep up-to-date with new bevy releases.

    I also maintain a handful of Bevy plugins: bevy_pancam, bevy_smud, noisy_bevy, bevy_pkv, bevy_web_asset, ++

  11. RT @[email protected]

    I've released Matchbox, a project for setting up p2p connections (over WebRTC) in rust web assembly.

    In combination with bevy and #ggrs this means low-latency multiplayer games in web browsers.

    johanhelsing.studio/posts/intr

    #rustlang #gamedev #bevyengine

    🐦🔗: twitter.com/jkhelsing/status/1