Johan Helsing

@johanhelsing
268 Followers
118 Following
69 Posts

Game development, rust and open source.

I'm currently working on Cargo Space, a 2D coop space game made using the Bevy game engine.

I post about its development and the various tools I make, use or improve along the way.

bloghttps://johanhelsing.studio
githubhttps://github.com/johanhelsing
itchhttps://jhelsing.itch.io
discord serverhttps://discord.gg/ye9UDNvqQD

Most of the Bevy crates I maintain have now been updated for 0.16. I ended up making a graph to track what needed to be done first, including dependencies I was waiting for

- bevy_matchbox: direct p2p, including web
- bevy_ggrs: p2p rollback
- bevy_pancam: map-like cameras
- bevy_trauma_shake: camera shake
- noisy_bevy: cpu/gpu noise
- bevy_pkv: persistent key value store
- bevy_web_asset: http assets
- bevy_roll_safe
- bevy_sparse_grid_2d
- bevy_crossbeam_event

#bevyengine #rustlang #gamedev

I just updated Extreme Bevy, my tutorial series on how to create a low-latency p2p web (and native) game using matchbox and bevy_ggrs to Bevy 0.13.

And I also finished chapter 5, on procedural generation. It's starting to look like an actual game now :)

https://johanhelsing.studio/posts/extreme-bevy-5

#matchbox #ggrs #rustlang #bevyengine #gamedev

Extreme Bevy 5: Procedural generation

In this part, we'll explore how to seed a random number generator and use it to generate a map.

Johan Helsing Studio

After a long summer break, I'm dipping my toes into gamedev again.

Here's a concept/idea I have for a welding tool in Cargo Space.

It was surprisingly hard to make something that didn't look like a gun... and something that also worked well at smaller scales.

#cargospace #gamedev #indiedev

Just finished another devlog I've had lying around for a while. My take on procedurally generated parallaxing space backgrounds:
https://johanhelsing.studio/posts/cargo-space-devlog-7

#rustlang #bevyengine #cargospace #gamedev

Cargo Space devlog #7 - Generating space backgrounds

I settled on an RNG crate, added "endless" procedural stars backgrounds, and made sure each run's star background was unique across runs and consistent for all players in a session.

Johan Helsing Studio

I just released Matchbox 0.5 (painless p2p networking for wasm)

Native-to-web cross-play is now finally supported :D And a nasty Firefox issue is also gone.

Here I'm dogfooding the feature in #cargospace starting a three player session between chrome, a native windows build and firefox on my phone (streamed back to my computer for capture).

Thanks, everyone who contributed!

#bevyengine #rustlang #ggrs #gamedev

bevy_smud 0.4.0 released on crates.io :)

It's a sdf-based 2d shape renderer for #bevyengine

New in this release is support for Bevy 0.9 and access to the standard shader "globals" struct.

https://github.com/johanhelsing/bevy_smud

#rustlang

GitHub - johanhelsing/bevy_smud: Sdf 2d shape renderer for Bevy

Sdf 2d shape renderer for Bevy. Contribute to johanhelsing/bevy_smud development by creating an account on GitHub.

GitHub