so this is happening.
All my #Rust #RustLang repos are moved over. Now I just need to figure out CI, republish to crates.io, and archive the github side (and document a tombstone in their readmes).
I have a bunch of other repos I'll either archive or delete as well.
#KDL and #orogene will remain github-side for now because they're a bit more dependent on github services, but I would like to at least move orogene over eventually. KDL might be stuck, though, unfortunately, but I might move only kdl-rs.
An interesting bug: I added sound effects to my prototype and it broke the shuttle launches: the shuttles would (sometimes) not launch and the orbits would not despawn. after a few rotations plenty of transfer orbits were left unused.
It turns out that shuttle launch state being entirely encoded in timers relies on systems running in the right order – not super stable. I fixed that for now, but I ought to turn that into a proper state machine.
I'm back and recovered from #rustweek, and it's time for your weekly #bevymergetrain. As part of our unconf there, the community did a ton of #opensource PR review for #bevy <3 Wildly appreciated!
This roundup will be extra long (50 PRs!): https://github.com/bevyengine/bevy/pulls?page=2&q=is%3Aopen+is%3Apr+label%3AS-Ready-For-Final-Review
For my indie game studio, I made a Discord community for updates, playtesting and feedback discussions. Feel free to join to follow my work:
(I will still post updates here, of course.)
I'm about to give my #rust talk about #bevy's immutable components at #rustweek. This is a fun "story" talk, about how a weird little bug turned into an important feature for #gamedev. Watch the live stream here!
Missed it? Check out the slides with speaker notes: https://docs.google.com/presentation/d/1JGDZqeP8odTuO8nAQyZjNKFmwFUpHt0qUSvh3ciNcPM/edit?usp=sharing
Ratatui + Bevy = 3D occlusion rendering in the terminal!
#bevy is steadily maturing, but even as we add features, users are struggling to piece together how to do common #gamedev tasks in a new engine, and an ECS paradigm.
I'd like to fix that, so I wrote up a proposal for a new class of usage examples! https://github.com/bevyengine/bevy-website/pull/2131
Please RT: we (Bloom Digital) are looking for a short-term contract hire, someone with #bevy and #rust experience!
LongStory 2 is set to come out next month and we have a handful of technical hurdles to get over. You'd be helping us with our in-house bevy-based engine and tools.
This would be ~3-4 weeks of work, fully remote. Please reach out to me here or email jp@bloomdigital.to. Thank you!
EDIT: Thanks everyone, we've got a few responses already and will follow up with them!
@rustnl To play a #rustlang card game and get #bevy swag on monday May 12th there is now an official meetup link at https://www.meetup.com/rust-nederland/events/307435870/ #rustweek
Another great video by @chrisbiscardi https://www.youtube.com/watch?v=Zdp5snztzE8 I especially appreciate that software concepts are boiled down to flammable paper in a wooden chest. Everything becomes simpler if you can explain it in terms of RPGs.
At 2:00 there is the HookContext with a caller in it. The caller seems to know the line number that caused the hook to be called.
I don't get how this works. Is it a #Rust feature I don't know? #bevy magic? ...?
Is this the future of terminal gaming?
**ratthew** — A 3D dungeon crawler in the terminal.
Written in Rust!
Built with @ratatui_rs + @bevy
GitHub: https://github.com/cxreiff/ratthew (WIP)
@rustnl Tell me if you're interesting in hanging out on Monday 12th May in Utrecht, so I get a feeling on what's needed to make it a success! https://discord.gg/9ezhugbhAM in the "activities" channel is the best place but use whatever works for you. #rustlang #rustweek #bevy
#Bevy 0.16 is out now! It features GPU-Driven Rendering, Procedural Atmospheric Scattering, Decals, Occlusion Culling, Relationships, Better Spawning, Unified Error Handling, `no_std`, Faster Transform Propagation, and more!
@paul Thanks! Just gave it a try and that is what I was looking for.
Could you give me a hint how to control the "zindex" of the shapes? I have a bevy::prelude::Text2D and a shape. Currently the shape is drawn over the text and I want it the other way around.
I tried to read docs and looked at some code, but could not figure it out. There is a ZIndex in Bevy, but bevy_vector_shapes uses canvases and layers.
I added an 'outline' shader (copied this: https://github.com/Pybounce/rollable). I need to make some adjustments, but I think its pretty cool! What do you think?