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Ludum Dare, Nannou, and esp32s - This Week in Bevy 

chris biscardi
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thisweekinbevy...
A whole host of exciting developments this week including a bunch of Ludum Dare entries, progress on Nannou's Bevy rewrite, and Bevy running on an ESP32 microcontroller.
There are a bunch of games written in Bevy that were submitted to Ludum Dare 55. Game jams are always a great show so we cover those that promoted their games in the showcases this week.
Nannou, the Rust creative-coding framework is making great progress on their Bevy plugin rework. We dive into some of the recent work in the relevant showcase later in this issue.
Chapters
00:00 Overview
00:10 Ludum Dare 55
00:24 nannou+bevy
00:41 third unofficial bevy meetup
01:17 Bevy's Coordinate System
01:43 Dir3
02:53 Alice's Merge Train
03:00 Infinite Pong
03:20 Directional light gizmo
03:36 GLOW - Now on Steam
03:51 Path of Summoner - Ludum Dare
04:11 Bevy on an ESP32
04:33 WIP Continuous Collision Detection
05:01 Nannou and Bevy
05:55 Bevy Enoki Particle Web Editor
06:10 Animations with Combinators
06:17 3k skinned meshes
06:26 Wave Function Collapse with Voxels
06:53 Compass Map Editor Game Pathfinding
07:00 Logic Gate Simulation
07:09 Top down shooter bullet shells
07:19 Automated HDRi from Blender into Bevy
07:49 Necromatcher - Ludum Dare
08:11 Summoner Chess - Ludum Dare
08:19 Eternal Battle in the Hells, or something
08:30 sickle_ui and bevy_cobweb
08:43 bevy_minibuffer commands
08:57 2d fighting game
09:19 Multiplayer Wizards
09:33 crate releases
09:37 bevy_sun_gizmo
09:50 bevy_logic
10:01 bevy_koto
10:17 leafwing_manifest first release
11:14 default-construtor first release
11:36 bevy_magic_fx
11:50 bevy_ios_alerts first release
12:03 Bevy skybox cli
12:17 bevy_ios_review first release
12:33 Bevy ECS - Post tool for data oriented applications
12:41 Contibuting

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14 авг 2024

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Комментарии : 19   
@DingleFlop
@DingleFlop 3 месяца назад
The point about leveraging types to make passing unormalized vecs impossible is a really cool application of Rust.
@Serveny
@Serveny 3 месяца назад
Awesome format, thanks! 🫶
@WorstDeveloper
@WorstDeveloper 3 месяца назад
Thanks for making these summary videos. I appreciate it! It's fun to see how much happens in this ecosystem.
@nati7728
@nati7728 3 месяца назад
Thank you! Love these videos
@Yas-gs8cm
@Yas-gs8cm 3 месяца назад
Keep up the videos... They are needed! Gj
@kn58657
@kn58657 3 месяца назад
Thank you, Chris! 🙌 Have a great rust of the week you too!
@EloquentGeekGames
@EloquentGeekGames 3 месяца назад
I love This Week in Bevy! Thanks for compiling.
@Tymon0000
@Tymon0000 3 месяца назад
It's good to see progress in open source software.
@indiedevcasts
@indiedevcasts 3 месяца назад
Hey Chris excellent work and summary as always. Thanks for mentioning my work and talk 😊.
@Jondolf
@Jondolf 3 месяца назад
I love these summary videos, thanks for making them! A small side note / correction: The normalized direction types already existed in 0.13, and were used in some APIs such as the ray types. They have just been renamed from Direction2d/Direction3d to Dir2/Dir3 for ergonomics and to match Glam's naming since they're so close to the vector types. And of course more APIs have started using them, like the rotate_axis and rotate_local_axis methods mentioned in the video.
@chrisbiscardi
@chrisbiscardi 3 месяца назад
thank you for the correction! and glad you're enjoying the videos.
@macaco_agiota
@macaco_agiota 3 месяца назад
Wow. Great summary video! I can't wait to use these new features
@morgomi
@morgomi 3 месяца назад
nicee! Can't wait to see nannou-bevy!
@chrisbiscardi
@chrisbiscardi 3 месяца назад
nannou-bevy is very, very exciting. Very happy to see the two work together and I think they'll both be better for it.
@Endelin
@Endelin 3 месяца назад
Using CUE Lang to generate asset bundles might be interesting...
@Bixo.
@Bixo. 3 месяца назад
I'm trying to do something and I don't know how to do it using bevy, I have a 256x256 mesh, I want a different texture for each square, but the texture is in different files and has different sizes, does anyone have any idea how to do this?
@chrisbiscardi
@chrisbiscardi 3 месяца назад
If you want to keep everything in different files with different sizes, you're likely going to need to write your own shader. Take a look at the Material trait and the examples for custom_material in the bevy repo example. You'll need to provide each texture to your material, apply that material to your mesh, then in the shader define which "square" samples from which texture.
@Bixo.
@Bixo. 3 месяца назад
@@chrisbiscardi Thanks, I'll try that.
@peterhayman
@peterhayman 3 месяца назад
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