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@idaho06
32 Followers
45 Following
137 Posts
Unix, GNU/Linux and Hadoop admin. Amateur coder.
Itch.iohttps://idaho06.itch.io/
Websitehttps://lemniscata.com
Githubhttps://github.com/idaho06
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!
Is there an equivalent to the MacBook Neo in terms of build materials, battery and form factor, but with Linux?
Time for my game engine spam before going to bed. I added parent-child relationship between entities and a system to do transformations of scale, rotation and position. Then I summoned to Shub-Niggurath.
https://github.com/idaho06/aberredengine/tree/feature/parent-children-feature-to-apply-transformations
#AberredEngine #rust #lua #bevy #raylib
Cada vez que un compañero developer dice algo de su rama, dentro de mi cabeza una voz susurra: “Mi rama es tu ama”
Support your favorite stuff, don’t take it for granted
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

```lua
engine.spawn()
:with_sprite("laser", 48, 83, 24, 21)
:with_collider(6, 6, 3, 3)
:with_zindex(1)
:with_signals()
:register_as("template")
:build()

engine.clone("template")
:with_group("lasers")
:with_position(spawn_x, spawn_y)
:with_rotation(SHIP_ROTATION)
:with_velocity(
math.sin(radians) * 500.0,
-math.cos(radians) * 500.0
)
:with_ttl(1.5)
:build()
```