Paul Hansen

82 Followers
236 Following
497 Posts

Alliance Peacefighter is currently 30% off in the Spring Sale! It's a 90's style story-driven space combat sim.

- VR & Flat modes
- Steam Deck compatible
- Full HOTAS support
- OpenTrack support

https://store.steampowered.com/app/3538210/Alliance_Peacefighter/

#Gamedev #IndieDev #IndieGame #WingCommander

At long last, my Next Generation Scenes PR is out for review! This will be a huge step forward for the flexibility and usability of #Bevy scenes. Stoked to finally get this in the hands of the people!

https://github.com/bevyengine/bevy/pull/23413

Over 4 years ago, I proposed the idea of native Cargo Script support in a blog post. Today, I posted the stabilization PR against Cargo: https://github.com/rust-lang/cargo/pull/16569

This allows Cargo to be a shebang "interpreter", reading manifest content from a new syntax in Rust code called a "frontmatter". This is helpful for
- Better, self-contained reproduction cases for bug reports
- More easily communicate using code snippets that use dependencies in blog posts, chat, books, etc
- Lower barrier for experimenting with an idea. While it isn't a REPL, it can cover a lot of the gap of not having one.

#rustlang

Stabilize cargo script by epage · Pull Request #16569 · rust-lang/cargo

Fixes #12207 RFC: https://rust-lang.github.io/rfcs/3502-cargo-script.html Tracking issue: #12207 Frontmatter stabilization: rust-lang/rust#148051 This stabilizes an MVP of Cargo script Cargo scrip...

GitHub

Bevy 0.18 is out now!

It features Atmosphere Occlusion and PBR Shading, Generalized Atmospheric Scattering Media, Solari features, PBR Fixes, Font Variations, Automatic Directional Navigation, Fullscreen Materials, Cargo Feature Collections, Camera Controllers, and more!

https://bevy.org/news/bevy-0-18/

Bevy 0.18

Thanks to 174 contributors, 659 pull requests, community reviewers, and our generous donors, we're happy to announce the Bevy 0.18 release on crates.i…

RUST REFLECTION MVP HAS LANDED https://github.com/rust-lang/rust/pull/146923

THIS IS NOT A DRILL

Reflection MVP by oli-obk · Pull Request #146923 · rust-lang/rust

I am opening this PR for discussion about the general design we should start out with, as there are various options (that are not too hard to transition between each other, so we should totally jus...

GitHub

The Steam Winter Sale ends soon!

Alliance Peacefighter is currently 33% off. It's an old-school, story-driven space combat sim.

- VR & Flat modes
- Steam Deck compatible
- Full HOTAS support
- OpenTrack support

https://store.steampowered.com/app/3538210/Alliance_Peacefighter/

I'd really like to continue making these games, every bit of support really helps.

#Gamedev #IndieDev #IndieGame #WingCommander

Spaceship! #gamedev #pixelart

Got my PC's boot times down from 126s to 24s!

Main change (-70s) was fixing the DDR5 memory training, apparently if you use a DOCP/XMP profile and it's a bit unstable it can make it attempt to retrain the overclock multiple times during boot. slightly bumping voltages and/or reducing the clock (e.g. 5600Mz to 5400Mhz) can make the training succeed and it should reuse it with memory context restore enabled.

Also `systemd-analyze critical-chain` is really useful #linux

Last week, I updated all my crates to Bevy 0.18 RC and finally started working on the game!

As I mentioned earlier, I'm starting from scratch since I want to change too many things. But the old code helps me as a reference.

Finished implementing game speed controls today. Had to make a few changes to BEI to make it play nicely with it.

#bevy #simgine

Sebastian Aaltonen finally finished his "No Graphics API" blog post! Which ends with a graphics API of course :) But it is like 150 lines of "API surface". Pretty cool. https://www.sebastianaaltonen.com/blog/no-graphics-api
No Graphics API — Sebastian Aaltonen

Graphics APIs and shader languages have significantly increased in complexity over the past decade. It’s time to start discussing how to strip down the abstractions to simplify development, improve performance, and prepare for future GPU workloads.

Sebastian Aaltonen