I'm going to create a map editor based on my game engine and spent the time in the most important part: a good intro! #indiedev #bevy_ecs #raylib #gamedev
#bevy_ecs #raylib #gameengine #rust #gamedev #indiedev Run, walk, idle, attack and now jump movement. It's a bit buggy, but it works!
#rust #bevy_ecs #lua #gamedev #indiedev Still adding features to the Aberred Engine!
This is the current status of my toy game engine. This is mostly particle emitters, entity cloning, and a small touch of post-processing shading. I'm quite happy and learning a lot. #bevy_ecs #raylib #gamedev #indiedev #aberredengine
I combine a `Phase` component, that is a state machine that make callbacks to lua, a `ParticleEmitter` component that clones entities in bursts and a Collision system that makes callbacks to Lua too. The result is.. explosions!! #bevy_ecs #raylib #gamedev #indiedev #aberredengine

#gamedev #rust #lua #bevy_ecs #raylib #aberredengine To make the fast spawning of entities easy and efficient, I used the cloning API of bevy_ecs.

It works beautifully!

#gamedev #rust #lua #bevy_ecs #raylib #aberredengine Now I have drifting asteroids!
Soon I will implement shooting.
Navigating through space!! #gamedev #lua #bevy_ecs #indiedev
A tiny #bevy tip; if you have refactored something and want to clean up unused elements; delete the components (and resources) first. That should show you the systems and hooks that depend on them. #bevy_ecs #bevy_engine
#indiedev #bevy_ecs #lua #gamedev It rotates! I had to refactor the whole lua interface for the input for this to work as I wanted. Now I have to backport this to the Arkanoid game...