Dekirisu

@dekirisu
634 Followers
19 Following
683 Posts
πŸ‡©πŸ‡ͺ develops rustlang w/ vim
🐧 on nixOS w/ sway
🦜 animates things w/o routine
Websitehttps://dekirisu.com/
GitHubhttps://github.com/dekirisu
Discord Serverhttps://discord.gg/G2RmYPmM6b

@natuchips Surely possible if you don't mind reading docs or code in the bevy repo.

That said, using one of the 'big 3' engines will prolly be 'faster to release' and more tutorials are available. 

πŸͺΏ using my new grid base
🦜 a few shading changes
πŸ‡ own embedded DB system (kinda)
πŸ‡ ..linked with my own asset loader (for the world only)
πŸ₯· a bunch of other changesβ„’

#bevyengine #rustlang #gamedev

🦜 still reworking tile/grid base
🦫 ..(experimental) custom texture mapping
πŸͺΏ ..this is ONE material

#bevyengine #rustlang #gamedev

🐿️ reworking my own grid/tile system
πŸ‡ improved tile merging

#bevyengine #rustlang #gamedev

@laund I mean I'll still use mevy  

Other than that I'll just see during 0.19 what makes sense, I'm a bit out of the loop atm.  

Do you have thoughts about it, since you asked? 

Migration to #bevyengine 0.18 done! 🐿️
🐬 ..luckily less work than expected

#rustlang #gamedev

More Migrations...
✨ Updated my #rustlang macros for #bevyengine
🐿️ Added feature "0.18" for mevy_ui & mevy
🐬 ..which handles the changes to BorderRadius & LineHeight

https://github.com/dekirisu/mevy

GitHub - dekirisu/mevy: Magical Bevy Macros: Simplified bevy_ui & bevy_ecs Syntax!

Magical Bevy Macros: Simplified bevy_ui & bevy_ecs Syntax! - dekirisu/mevy

GitHub

Late to the party, but slowly migrating to #bevyengine 0.18 πŸ¦†

Already migrated my bevy_gltf fork!
I still like a #rustlang trait to configure those. πŸ˜Άβ€πŸŒ«οΈ
https://github.com/dekirisu/bevy_gltf_trait

GitHub - dekirisu/bevy_gltf_trait: Customizable Bevy Engine GLTF loading through a trait

Customizable Bevy Engine GLTF loading through a trait - dekirisu/bevy_gltf_trait

GitHub
@paidlowered nobody needs bones or hands 
@woltiv yea thought the same when working on it