So. I've been on field manual labor crews where most of my coworkers were convicts.
I've also worked with a lot of tech companies on automating farms.
And this press conference is incredible. Rollins hasn't the foggiest clue what she's on about.
🍁 Complex systems ecology meets open source meets game design 🌈
Helping build the Bevy game engine in Rust, one RFC at a time 🕊️
Professional game designer and programmer.
Leafwing Studios | https://www.leafwing-studios.com/ |
Bevy | https://bevy.org/ |
Thanks for following along, and please don't hesitate to comment and ask follow-up questions! Those are always my favorite <3
If you love these threads too, please consider contributing or donating to #bevy. I am so grateful I can do this as my fulltime job, and never want that to change.
And phew! We're done! Looks like my fellow maintainers have snagged a few of the PRs while I was doing this, so our count was off :p
The merge trains are a big time and energy commitment, but I really love doing them. They force me to reflect on each PR, and communicate a lot of silent context.
This PR is particularly lovely though: it comes with ASCII art comments, tests and clear code. TIL you can use full words for variable names in math code ;)
Thanks: this sort of work really exemplifies how I feel tools should work. Think about the common cases and make them easy. Merging.
31. https://github.com/bevyengine/bevy/pull/20130
Math for #gamedev is weird: there's a ton of little tasks that you need to do constantly, but you can't assume your users are particularly good at the fundamentals needed to derive it from scratch. Very happy to have a "closest point to this line segment" method!
30. https://github.com/bevyengine/bevy/pull/20127
Crosslinks to a little ECS helper: `ComponentIdFor`. I call these sort of documentation crosslinks "bread crumbs" (since you can follow the trail and get gobbled up by a witch), and they're shockingly useful to users. That's level design baby!
Very reasonable; merging.
29. https://github.com/bevyengine/bevy/pull/20126
Another reflection cleanup / compile time optimization PR. TIL that you can rely on default method impls to improve compile times in #rust. I mean, it makes sense! I'd just never connected the dots. Merging :) Thanks for getting nerd-sniped so thoroughly :D
28. https://github.com/bevyengine/bevy/pull/20124
`RenderStartup` again! This time for examples :D Good stuff: it's nice to teach this to users. Merging :)
Objective Progress towards Use RenderStartup instead of a FromWorld impl whenever possible #19887. I am avoiding dealing with the occlusion_culling example since it is kinda annoying to resolve ni...
27. https://github.com/bevyengine/bevy/pull/20120
I see folks are making good use of the `HierarchyPropagatePlugin` :D Very nice little feature! We should probably call that out in the release notes. Issue time.
This particular PR just adds some traits to `NotShadowCaster`: trivial and very reasonable. Merging :)