Mind the shelves and pardon the mess!
Setting up pathfinding and navigation for my upcoming shop management game.
Stay tuned for updates!
| Github | https://github.com/claudijo |
| Itch.io | https://claudijo.itch.io/ |
Mind the shelves and pardon the mess!
Setting up pathfinding and navigation for my upcoming shop management game.
Stay tuned for updates!
Prototyping some water splash visuals for my bottle flipping pixel art platformer. Free browser demo at https://claudijo.itch.io/bottle-flip-dreams-demo (mobile friendly).
Hoping to add some eye catching "juice" to the game loop :)
Here I've used Matthias Müller's Flip Fluid algorithm implementation (https://www.youtube.com/watch?v=XmzBREkK8kY) with some added handling of tank movement and rotation.
Written in #rustlang using the #bevyengine and made with ❤️
Happy new #gamedev year!
Bevy 0.15 is out now! It features Required Components, Entity Picking, Generalized Entity Animation, Animation Masks, Curves, Function reflection, Bevy Remote Protocol, VBAO, OIT, Chromatic Aberration, Fog volumes, Better Text, Gamepads as Entities, and more!
Just finished up the first demo level of Bottle Flip Dreams, my physics-based bottle flipping platformer. Yay!
Try out the free browser demo on https://claudijo.itch.io/bottle-flip-dreams-demo and let me know what you think.
Enough "juice" for a streamer to pick it up? Is the controller too wonky? What is the target audience - Millennials or their kids?
Working on a casual physics-based precision platformer based on #bottleflipping.
Written in #rust using the #bevyengine and the #avian physics lib.
Browser demo: https://claudijo.itch.io/bottle-flip-dreams-demo
Game play video: https://www.youtube.com/watch?v=X3KJqViRPaM
I just finished porting my extreme bevy tutorial series to Bevy 0.14 (how to make a p2p multiplayer web game).
https://johanhelsing.studio/posts/extreme-bevy
That finally concludes this version's porting work for me, the following crates are now bevy 0.14 compatible:
bevy_matchbox
bevy_pancam
bevy_roll_safe
bevy_smud
bevy_pkv
bevy_web_asset
bevy_trauma_shake
bevy_lospec
bevy_crossbeam_event
bevy_sparse_grid_2d
noisy_bevy
Let me know if I missed a crate you care about.
In my previous post, Introducing Matchbox, I explained how Matchbox solves the problem of setting up peer-to-peer connections in rust web assembly for implementing low-latency multiplayer web games. I said I'd start making games using it and I figured it's about time I make good on that promise, as well as write a tutorial while at it. I'll explain step-by-step how to use Bevy, GGRS, and Matchbox to recreate the old classic Extreme Violence by Simon Green with online p2p multiplayer using rollback netcode.
Blast from the 2010s... Working on a bottle flip game prototype with (somewhat) realistic physics.
Written in #rust using the #bevyengine and the #avian physics lib.
Apparently gazillion of teeny water particles in a bottle can be simulated by just having two huge ones when tossing a container half full of liquid up in the air.
Demo: https://claudijo.itch.io/bottle-flip
Source: https://github.com/claudijo/bottle-flip
For something like a paddling pool, the height-field wave sim is really a great bang for the buck algo.
Divide the surface into a grid. Keep track of the vertical acceleration, velocity and height for each cell.
The acceleration for a cell is influenced by the height of the four adjacent cells.
curr_accel = wave_speed_sqr * (north_heigh + south_height + west_height + east_height - 4 * curr_height) / cell_size_sqr
Integrate à la semi implicit Euler and presto!
What would be the best™ way to create foam trails after a boat on a low poly ocean using the #bevy game engine?
Some sort of particle system, low level shader code, or both?
(Playing around with this #pirate game prototype https://claudijo.itch.io/pirate-sea-jam)
Just published an update to my video game prototype Pirate Sea Jam written in #rust using the #bevy game engine. Also check out the corresponding dev log about #sailing physics simulation.
https://claudijo.itch.io/pirate-sea-jam
https://claudijo.itch.io/pirate-sea-jam/devlog/737807/part-10-sailing-physics-simulation