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#bevyengine

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I'm stoked to have been a part of the Bloom Digital team that just released LongStory 2! They took a risk by using the Bevy game engine, but it looks like it's paid off—way fewer bug reports upon release.

This work required mucking with some upstream crates, and they were happy to support the #opensource community and send those changes back, which I'm thrilled with.

bloomdigital.to/LongStory2/ #bevyengine

bloomdigital.toLongStory 2 - Bloom Digital Media

the more I learn about game design while developing a game with bevy, the more I realize, how engaging the rust compiler's game loop is to me.

for example, resolving compiler warnings has a similar emotional impact as finding hidden puzzles in a level.

I have 3 major goals for the work on #bevyengine editor.

Find improvments to bevy.

Find fast, effective, current tech solutions to problems facing the editor.

Make the development process as similar to a bevy game as possible to make community additions as easy as possible.

I want the editor to be an echo of bevy's philosophy.
In all its aspects.
I want it to echo the philosphy of community/extensibility/modularity that bevy has built.

Oh, wow! Experimenting with some #Bevy the last few days, I've just realized you can create your own `SystemParam`s and `Query`s!🤯

So first let's look at `SystemParam`s:
You probably know those wild parameter lists in your systems, right!?

fn foo_system(res_foo: Res<Foo>, loc_bar: Local<Bar>, query: Query<(Entity, &Node, &mut Transform)>)

We want this to be more modular and reusable - so we create our own `SystemParam`, which we can use as a parameter to our system:

1/5

I've ascended into witchcraft. 🧙‍♂️

WIP css-like #rustlang macros for #bevyengine UI. It just creates or edits UI components, while keeping correct tokens for things like hover docs. 👇

Possibilities are basically infinite since I create whatever syntax I want to and translate them to bevy things. 🐬

Hello again #mastodon !

This is my re #introduction / #neuhier.

My name is Benedikt, or Ben for short.

I work in my dream job as a Linux system engineer. In my free time I do the same thing and some more.

A non-exhaustive list of topics that interest me:

#tech #ttrpg #linux #programming #rustlang #boardgames #gaming #bevyengine #gamedev #oss #foss #security #voidlinux #education #guineapigs

For mental health reasons, I'm currently avoiding topics such as politics, war and the like.

Trying to prototype a little game type thing and I'm trying to decide between using Godot or Bevy

I've done some basic tutorials in each and understand, to a certain point, how to get going in each. My biggest concern is my ADHD and my passion for getting so worked up on the details of the bark structure of the trees that I forget forests even exist, much less that I'm in one. Does anyone have any advice or recommendations based on the following:

GODOT
1. Much more feature complete, big community, lots of plugins
2. Has its own editor and emphasizes scripting, which is good, but also leaves me feeling very disconnected from "first principles" when using the editor and for a... backend? whatever coder like me it feels sort of off putting.
3. I am also not sure whether the stuff I want to do would be performant in a scripting language; I just mean this literally, as in "I don't know". Especially as there's stuff I would want to re-use heavily everywhere. I'd probably use C# as I'm arguably familiar with it, although it obviously has that Microsoft association and I find my hate of MSFT rather distracting sometimes.

BEVY
1. Very comfortable to write code, I like their ECS stuff more than how Godot is organized I think (seems to gell better with my brain), I can use my own editor and it doesn't feel "visual first"
2. I expect that when I get to needing the "visual" parts of a potential game type thing I'm going to struggle with the lack of visual tools. Just generally, as it's a less mature library, there's not as many pieces to it (and I'm not terribly experienced with Rust). For instance, it turned out to be a little more difficult than expected to load formatted text data (although there are tutorials/examples everywhere and some libraries that basically enable this with more or less one line).
3. Also, everytime I have to use a library written or maintained by dtolnay my blood boils. I fucking hate that guy. If he's the kind of guy who searches for his name and finds this, then just know you are
hated.

Any thoughts for an easily distracted ADHD kitten?

#bevyEngine #godotEngine #gameDesign

About two weeks ago, our university’s robotics club competed in Harvard’s Pacbot competition (think Micromouse, except the robot plays Pacman instead of solving a maze). One of the cool parts of our robot is that it's controlled by a GUI built completely in Bevy! Thread contains a breakdown of our technical highlights, and then some thoughts.
#Rust #bevyengine

#Rust junior seeking exciting projects! 🦀

Currently into #webDev with #Leptos (#WebAssembly) & #gameDev with #BevyEngine. Background in electrical engineering & IT, #Linux, networking, security & privacy. Passionate self-learner, interested in #RaspberryPi and #RedoxOS.

Prefer opportunities for #remoteWork or on site in #Burgas, #Bulgaria. I adapt quickly to new technology stacks. Open to discussing engaging work opportunities, incl. contract/consulting roles.