Hot patching #RustLang code? In my #BevyEngine?
https://github.com/bevyengine/bevy/pull/19309 was just merged!
Thanks to subsecond from #Dioxus, coming to Bevy 0.17, and already on main!
Hot patching #RustLang code? In my #BevyEngine?
https://github.com/bevyengine/bevy/pull/19309 was just merged!
Thanks to subsecond from #Dioxus, coming to Bevy 0.17, and already on main!
This opens the door to combining #Slint UIs with 3D scenes from engines like Bevy
Check out the example: https://github.com/slint-ui/slint/tree/master/examples/bevy
#RustLang #MadeWithSlint #BevyEngine
New crate. Nano-9 is a Pico-8 compatibility layer for Bevy. It's Pico-8++--.
This one's been in the works for a while. I'm releasing it slightly prematurely for the Bevy Jam 6 that starts today.
a few days of prototyping and I am beginning to see what I had in mind. this was very satisfying to build.
I've started messing around more with Bevy reflect based json schemas and here are first results. You can generate schemas that later on are used in various editors for validating rust structs in json :)
added hotkey/button: 'select next reachable' (green outlines)
added transition & first actual styling
(skills still don't do anything)
With that, we have a new guide for "Community Exercises"
https://rustlings.rust-lang.org/community-exercises
You can create your own exercises and let the #Rustlings program manage them
I have heard that the #BevyEngine community is thinking about creating some exercises for Bevy beginners
'still early, but less early'™ stage of a skill-tree ui
skill nodes have states:
owned,
reachable,
Most of the Bevy crates I maintain have now been updated for 0.16. I ended up making a graph to track what needed to be done first, including dependencies I was waiting for
- bevy_matchbox: direct p2p, inkluding web
- bevy_ggrs: p2p rollback
- bevy_pancam: map-like cameras
- bevy_trauma_shake: camera shake
- noisy_bevy: cpu/gpu noise
- bevy_pkv: persistent key value store
- bevy_web_asset: http assets
- bevy_roll_safe
- bevy_sparse_grid_2d
- bevy_crossbeam_event
New pull request. Add on_script_reloaded callback to bevy_mod_scripting.
It’s ten times more sane than Unity's old C# reloading misfeature!
https://github.com/makspll/bevy_mod_scripting/pull/421 #bevyengine #gamedev
added the 'fortune' resource + simple ui
added a small animation for it
added levels/experience + simple ui
developed more experimental vfx shader things
created a 'level up' animation with it
more minor restylings
It means a lot when one’s contributions get highlighted. Feels good. #opensource #programming #bevyengine
I had a true type font for Pico-8 that was one “pixel” too high. So instead of creating one #bevyengine Text component, I had to create one per line so I could manually position them to preserve Pico-8 behavior.
I tried to eliminate the one blank “pixel” row in the font using FontForge. Oh my god fonts are complicated. I failed the first time and moved on to other stuff.
Back from a small 'offline break'
added mysterious lines
..which will be 'lore' & game play relevant
My daughter did her first game jam! It is very incomplete but it was fun to make with her. She even added some easter eggs which she calls "frog eggs.”
https://shanecelis.itch.io/frog-oclock #gamedev #gamejam #1bitjam #bevyengine
Check out our lil logbook for keeping track of your finds!
It took a fair bit of work to get the UI system work how we wanted it but we're happy where we are landing now!
more minor style adjustments
..to make everything fit better together
minor change to the world shape
cutting flowers now drop items
I've updated my old card game prototype to 0.16. TBH I am nostalgic about this project, since first iteration was done years ago with ggez. It is nice to come back to it from time to time and clean it up and improve a bit, even if it doesn't end as anything finished ;)