Shatur

@Shatur@mastodon.gamedev.place
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163 Posts
Programmer and open source enthusiast.
GitHubhttps://github.com/Shatur
Lemmyhttps://lemmy.ml/u/Shatur
RetroAchievementshttps://retroachievements.org/user/Shatur

馃К Bevy Replicon 0.37.0 is out!

It's a networking crate for the Bevy game engine.

This release features a new visibility system. It's component-driven, so you don't have to maintain visibility separately from your gameplay logic. And it now supports both component and entity visibility.
It took quite some time to refactor the codebase to support this, but I'm very happy with the result 馃檪

馃摐 https://github.com/simgine/bevy_replicon/blob/master/CHANGELOG.md
馃摝 https://crates.io/crates/bevy_replicon

#bevy #simgine

#rustlang hot take: We should rename .unwrap() to .or_panic(). (And .expect() to .or_panic_with().) "Unwrap" is a terrible name for the panicking function, especially since we also have things like .unwrap_or() and .unwrap_or_default() which never panic.

馃幃 Bevy Enhanced Input 0.19.1 is out!

An input manager for Bevy, inspired by Unreal Engine's Enhanced Input.

Highlights:

- Combo input condition to bind a sequence of actions.
- Initial delay for Pulse modifier to add a special delay before the first repeat.
- Reworked quick start guide. Huge thanks to @alice_i_cecile 馃檪

The crate is planned for upstreaming, so please try it out and share your feedback!

馃摐 https://github.com/projectharmonia/bevy_enhanced_input/blob/master/CHANGELOG.md
馃摝 https://crates.io/crates/bevy_enhanced_input

#bevy #simgine

bevy_enhanced_input/CHANGELOG.md at master 路 simgine/bevy_enhanced_input

Input manager for Bevy. Contribute to simgine/bevy_enhanced_input development by creating an account on GitHub.

GitHub
a good question

Updated my crates to Bevy 0.17:
- bevy_replicon: https://github.com/simgine/bevy_replicon
- bevy_enhanced_input: https://github.com/simgine/bevy_enhanced_input

This update is mostly migration work, with a few breaking changes in naming to match Bevy's own changes (such as the event re-architecture).
I try to minimize breakages when Bevy updates to make migrations easier.

We also plan to upstream bevy_enhanced_input, so please try it out and share your feedback with me and @alice_i_cecile.

#bevy #simgine

GitHub - simgine/bevy_replicon: A server-authoritative replication crate for Bevy.

A server-authoritative replication crate for Bevy. - simgine/bevy_replicon

GitHub

#Bevy 0.17 is out now! It features Raytracing, Improved Observers / Events, UI Widgets, Rust Hotpatching, Light Textures, DLSS, Tilemap Chunks, Web Assets, Reflect Auto-Registration, Frame Time Graphs, UI Gradients, Raymarched Atmosphere, Virtual Geometry BVH Culling, and more!

https://bevy.org/news/bevy-0-17

Bevy 0.17

Bevy is a refreshingly simple data-driven game engine built in Rust. It is free and open-source forever!

馃К Bevy Replicon 0.35.0 is out!

It's a networking crate for the Bevy game engine.

Highlights:
- Prioritization system.
- Query filters for replication rules.
- New API to map client-spawned entities using hashes.
- Migration to Bevy states.

We also revamped the examples!
I previously showcased a boids example, but later realized that a silly mistake in the code left the boids half-blind 馃槄
So here's a new video where they can properly see each other.

馃摝 https://crates.io/crates/bevy_replicon

#bevy #simgine

馃幃 Bevy Enhanced Input 0.18 is out!

An input manager for Bevy, inspired by Unreal Engine's Enhanced Input.

Another small release with QoL improvements.

Highlights:

- Binding::AnyKey to assign any button.
- Cooldown input condition.
- Mocking can be used even without InputPlugin.

馃摐 https://github.com/projectharmonia/bevy_enhanced_input/blob/master/CHANGELOG.md
馃摝 https://crates.io/crates/bevy_enhanced_input

#bevy #simgine

bevy_enhanced_input/CHANGELOG.md at master 路 simgine/bevy_enhanced_input

Input manager for Bevy. Contribute to simgine/bevy_enhanced_input development by creating an account on GitHub.

GitHub

While waiting for Bevy 0.17, I'm having fun working on examples for bevy_replicon.

Implemented Boids as an example to showcase deterministic replication.

https://github.com/simgine/bevy_replicon/pull/554

#bevy #simgine #gamedev

馃幃 Bevy Enhanced Input 0.15 is out!

An input manager for Bevy, inspired by Unreal Engine's Enhanced Input.

A small release with QoL improvements.

Highlights:

- Add ability to toggle contexts without removing them using the ContextActivity<C> component.
- Allow bindings! macro to mix tuple and non-tuple bindings.
- Fix unnecessary change detection for Actions<C> on every update.

馃摐 https://github.com/projectharmonia/bevy_enhanced_input/blob/master/CHANGELOG.md
馃摝 https://crates.io/crates/bevy_enhanced_input

#bevy #simgine

bevy_enhanced_input/CHANGELOG.md at master 路 simgine/bevy_enhanced_input

Input manager for Bevy. Contribute to simgine/bevy_enhanced_input development by creating an account on GitHub.

GitHub