Speedy and sleek, just like your last-minute plans!
made speed look faster (actual velocity didn't change)
Speedy and sleek, just like your last-minute plans!
made speed look faster (actual velocity didn't change)
With this update, it’s all smooth sailing ahead
a few optimization making everything a 'lil smoother
also made the stone-plosion a bit chunkier
Over the weekend I've added multiplayer to my #bevyengine game using Bevy Replicon.
The two clients in the video operate in the same world which is managed by an authoritative server, and is replicated to clients.
New ride, new vibe!
reworked car model
added gamepad support
better lighting
better physics
<- duck emoji
I've been working on the command interface UI for my #RTS game. Everything is still very much placeholder material, but it feels important to get something halfway decent looking and functional. The scrolling took way longer than I anticipated.
Running so smooth, I might as well be on roller skates!
added gamepad support for the gameplay
left stick: running
right stick: tool selection
'south' button: tool action
'west' button: object targeting
When life gives you boulders, just roll with it and rock on
rocks now actually drop stones and gems
added a simple bottom ui bar, listing collected items
..with a smol animation if just picked up
Those shrooms just can't resist that bird!
spawning the blob bird now only attracts any loot
..makes totally sense, right?
A little side-by-side of the progress I've made the past few months on my Exit 3A game
Time to hoard those shroom-bearing boulders!
made the player collect items in a radius
Heard of magic mushroom rocks? Me neither!
Made rocks drop items
..which are 'shrooms and flowers 'cause items aren't a thing yet
New PR for bevy_old_tv_shader, adds support 2d cameras and adds a "ui” feature to apply effect to text and UI.
https://github.com/Defernus/bevy_old_tv_shader/pull/2 #bevyengine #gamedev
I recorded myself using Cursor and Claude-3.7 to program a shapes tool for a font editor in Rust/Bevy today.
It actually worked with minimal revisions and only took a little over an hour to program, but cleaning up and refactoring the code I got will probably take a full day of work.
#bevy #bevyengine
https://youtu.be/NKre_5T1iNk?si=QOzyj0t0-fdcOGJE
Here's another shortcut of mevy I haven't posted about:
'>>' observes an event and queues a closure command
..which means a quick syntax for 'on event' 'World' mutation
in contrast: using '>' will only provide 'EntityCommands'
This Week in Bevy we get BevyError, One-to-One Relationships and more!
https://thisweekinbevy.com/issue/2025-03-10-better-errors-settletopia-and-one-to-one-relationships
I've integrated neat shortcuts into the spawn macro in mevy.
(some time ago - never posted about it )
'!' as short form to describe '::default()' or '..default()'
a hexcode results in a 'Color'
a css-like value results in a 'Val'
New branch. On the bevy_old_tv_shader add support for 2d cameras and including UI/text as an optional feature.
https://github.com/shanecelis/bevy_old_tv_shader/tree/add-ui-feature #bevyengine #gamedev
I added a basic glyph/unicode-codepoint pane to the font editor I'm working on today.
I'm starting to hit a wall with too much AI-generated code in a 6k-line Rust codebase, so most of the day was spent refactoring and cleaning things up.
Swung once - the ground took notes
added ground shakes on hit & rock break
..and a few particles
No matter the angle, this rock is doomed
added rock targeting and picking animation
..tries to hit it from any player angle
..turns first if the angle is too steep