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Motion Blur, Visualizations, and Beautiful Renders - This Week in Bevy Engine 

chris biscardi
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thisweekinbevy...
This week in Bevy we've got new Motion Blur bundles, a few interesting new examples, and some great looking games and visualizations.
Chapters
00:00 Overview
00:10 Alice Goes Fulltime
00:38 Per-object Motion Blur
01:05 New Animation example
01:33 Gizmos
01:52 Documentation Improvements
02:24 AppExit
02:37 Meshlets
03:10 Grid Tracks
03:23 Misc
03:50 Monday Merge Train
04:01 Flight Sim
04:14 Runtime Lightyear Networking
04:32 Mixed Reality RC Cars
04:44 Documenting Bevy Apps
05:11 ttf to mesh
05:22 Bump mapping terrain
05:32 bevy_reactor nodes and pipes
05:50 Rust Stream API visualized and exposed
06:10 VR Climbing Game
06:28 Meshlets optimizations!
06:52 Bevy is looking beautiful today
07:18 Design editor powered by Bevy, SVG and React
07:26 Asteroids!
07:42 Voxels Rewrite
08:02 Tile Grammar
08:28 Morton Intervals
08:52 Make the Hero
09:13 Raytracing
09:28 Quantizer
09:40 Voronoi Minesweeper
09:50 SDF Modeling Results
09:56 To Build a Home - Steam Page
10:10 Pixelization with a toon shader
10:41 Dekirisu's Animal-Crossing Inspired Game
10:57 bevy_ios_notifications 0.1 release
11:21 bevy-input-sequence v0.4.0
11:36 bevy_rts_camera 0.5.0
11:43 bevy_aesprite_ultra
12:03 Making of GLOW and its release on Steam
12:18 One-Shot Systems
12:30 Contributing

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14 авг 2024

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Комментарии : 13   
@flwi
@flwi Месяц назад
Nice one! Lots of stuff to explore
@EloquentGeekGames
@EloquentGeekGames 3 месяца назад
Another amazing one. There are so many creative people in this community. Thanks so much for compiling!
@BlarLarable-bx3xr
@BlarLarable-bx3xr 3 месяца назад
Thanks for your videos Chris! ❤️
@VildUlv
@VildUlv 3 месяца назад
Thank you for review!
@noxyu3m
@noxyu3m 3 месяца назад
Thank you!
@NedCollyer
@NedCollyer 3 месяца назад
Good vid :) I'm getting a 404 for the blog link though. Too many fwd slash perhaps? (Can nav to it fine from the website)
@chrisbiscardi
@chrisbiscardi 3 месяца назад
Ah thank you! I've fixed the link.
@BlarLarable-bx3xr
@BlarLarable-bx3xr 3 месяца назад
i feel that bevy need to start prioritizing real 3d workflows, i find it strange that there is no level editor. like from a practical perspective, you can’t call yourself a 3d engine and not have a practical first party solution (non code based) to put 3d levels together. great vid as always chris
@chrisbiscardi
@chrisbiscardi 3 месяца назад
What aspects of tools like github.com/kaosat-dev/Blender_bevy_components_workflow are you finding lacking?
@SolarLiner
@SolarLiner 3 месяца назад
This is something that Bevy agrees, and a 1st party editor is definitely on the way. There are many crates attempting to bridge that gap and providing ideas and proofs of concept, but it's gonna take time, especially since Bevy was built integrating Rust's strong type system first, before allowing more runtime-defined use-cases such as dynamic scripting languages or a level editor. I do recommend searching for `space_editor` if you want something you can integrate in your games today, or the Blender components workflow if you want to use Blender as a level editor instead.
@BlarLarable-bx3xr
@BlarLarable-bx3xr 3 месяца назад
@@chrisbiscardi I have found the examples in the repo to be incomplete for adding simple things like xpbd colliders, in order to do even this simple action I needed to integrate their plugins into my app by copying significant parts of the source code under examples/ into my repo. even then it didn’t seem to add components properly. I don’t think its fully there, but bevy desperately needs to consider real life workflows for games. Not everyone who will interact with a game engine is a programmer, making a game is fundamentally a cross functional discipline, and not just for programmers who will edit source code.
@doublegarts
@doublegarts 3 месяца назад
I like how bevy reactor looks and it supports blueprints so it would be possible to create some visual scripting languages (especially for shaders and geometry nodes, but also for gameplay). It would be nice that blueprints to not be interpreted, but instead to generate high performance rust code.
@chrisbiscardi
@chrisbiscardi 3 месяца назад
​@@BlarLarable-bx3xr I would push back a bit on the idea that the Bevy project doesn't consider real-world workflows, but I totally understand that you're looking for a less-code-driven experience and that that doesn't exist as you want it today. I can say that people who work on Bevy are talking about and working on what you're looking for, including in-engine visual editors, but game engines are large, multi-decade projects and Bevy is pre-1.0 and less than 5 years old (4 years in august). It does take a lot of work and time and funding to get there. For context: Unreal and Unity are 20-30 years old, and Godot is about 10. I'm not aware of anyone working on the Bevy project that thinks a game engine is "just for programmers". Many think the exact opposite and recognize that there is a large group of game designers that don't have deep programming skills, and further that Bevy should support them in building games, but again: high level use cases take time to build support for.
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