Shatur

joined 3 years ago
[–] [email protected] 6 points 3 months ago* (last edited 3 months ago)

Thanks for the info!

Here is the link for people who don't use X: https://xcancel.com/gideonzhi/status/1819215914988196204

[–] [email protected] 2 points 3 months ago

Yep, it's just a fork that makes it compatible with the Dreamcast.

[–] [email protected] 2 points 3 months ago

Ah, I can do it inside the client, thank you!

[–] [email protected] 11 points 3 months ago (3 children)

How did you enable merge conflict resolution for KeePassXC databases?

[–] [email protected] 11 points 4 months ago* (last edited 4 months ago)

People here also hate Reddit, but no one makes fun of them for it😄

Despite the platform having more users, we're all here for a reason. So it's no surprise to me that people hate Windows more than usual. I can't judge them for that.

[–] [email protected] 12 points 4 months ago (1 children)

You can even keep the original OS and just install dev tools via distrobox. That's what I do. It even comes pre-installed.

[–] [email protected] 1 points 4 months ago (3 children)

From the article, I got the impression that the controllers are only for the Switch.

[–] [email protected] 3 points 4 months ago (5 children)

I wish they were PC compatible.

[–] [email protected] 1 points 4 months ago

I think user should be directly asked about it. Having it in settings will be confused for newcomers: they register on Mastodon, see zero activity and think that it's a dead place.

[–] [email protected] 2 points 4 months ago (1 children)

Similar to what most smartwatches can: measure heartbeat, show notifications and answer calls from your smartphone, flashlight (by showing white write screen), show weather, etc.

25
Object side snapping (files.mastodon.social)
 

cross-posted from: https://mastodon.social/users/Shatur/statuses/112464362803020971

Implemented a special component that allows the sides of objects to snap to others with the same component.

Bevy's gizmo was very helpful in visualizing the math.

13
submitted 6 months ago* (last edited 6 months ago) by [email protected] to c/[email protected]
 

It's a crate for server-authoritative networking.

We worked closely with the author of bevy_bundlication on this release to provide better abstractions for third party plugins on top of replicon. Here are some highlights:

Previously, users registered a component for replication and it was replicated if its entity was marked for replication. But this approach is quite limited. Now users can define replication rules similar to queries:

app.replicate_group::<(Transform, Player)>() // `Transform` and `Player` components will be replicated only if both present on an entity.

And it's possible to specialize ser/de for such groups. For example, replicate Transform in one way for players and in another way for static objects. Groups with more components take priority by default (but it's configurable). So it's also possible to have app.replicate::<Transform>(), but if Player component is present, (Transform, Player) will take precedence. In the next release we planning to support With and Without to let define something like this: app.replicate_group::<(A, B), Without<C>>().

Also check out 📦bevy_bundlication which is now an abstraction over replicon that provides a bundle-like API for defining replication groups.

Custom replication functions was also heavily reworked:

  • Public API no longer requires any unsafe.
  • Deserialization and writing now defined separately. This allows rollback crates to define their logic without touching user-defined ser/de functions.
  • Writing now based on markers for more flexibility.
  • Users can customize deserialization in-place.

The author of bevy_bundlication also developing input queue and rollback plugins, but they require an API for disabling entities from Bevy. If you are interested in this or have other suggestions how to achieve it, feel free to comment on this issue.

📜Full changelog 📦bevy_replicon 📦bevy_replicon_renet

 

Working on a life simulator game with a working title Project Harmonia. Just added vintage counter that my wife made to the game. I think it looks quite nice in Bevy.

The same model in Blender: https://toot.garden/@YaraGardaria/112322312099954470

16
Bevy Playground (learnbevy.com)
submitted 7 months ago* (last edited 7 months ago) by [email protected] to c/[email protected]
 

We've long wanted a Bevy playground, just like the official Rust one, where you can type in code in the browser and quickly mess around with Bevy. Now, thanks to Liam, you can experience this for yourself!

The author is looking for feedback here.

116
Bevy on PinePhone Pro (files.mastodon.social)
 

Bevy can run on Android phones. But what about GNU/Linux phones?
I decided to find out using my PinePhone Pro with RK3399.

Managed to run my game using WGPU_SETTINGS_PRIO=webgl2. But couldn't get past the main menu due to limited features of the GPU. 😢

But simple 2D games like breakout example runs!

Right now I working on networking for the game, but this evening I decided to tinker with my device a little.

35
Bevy on PinePhone Pro (files.mastodon.social)
submitted 7 months ago* (last edited 7 months ago) by [email protected] to c/[email protected]
 

Bevy can run on Android phones. But what about GNU/Linux phones?
I decided to find out using my PinePhone Pro with RK3399.

Managed to run my game using WGPU_SETTINGS_PRIO=webgl2.
But couldn't get past the main menu due to limited features of the GPU. 😢

But simple 2D games like breakout example runs!

Right now I working on networking for the game, but this evening I decided to tinker with my device a little.

 

In my initial implementation, doors opened when a character approached them (using a sensor collider). But it looked creepy 😅 Imagine simply walking past the doors and having them open unexpectedly.

In the current implementation, I analyze navigation paths to determine if characters pass through the door, and open it when they approach.

Additionally, I added small visual feedback for wall placement, fine-tuned navigation, adjusted controls, made a few QoL improvements, and fixed a bunch of bugs.

This is for my WIP open source life simulation game made with Bevy under the working title Project Harmonia.

8
Implemented automatic door opening (files.mastodon.social)
submitted 8 months ago* (last edited 8 months ago) by [email protected] to c/[email protected]
 

In my initial implementation, doors opened when a character approached them (using a sensor collider). But it looked creepy 😅 Imagine simply walking past the doors and having them open unexpectedly.

In the current implementation, I analyze navigation paths to determine if characters pass through the door, and open it when they approach.

Additionally, I added small visual feedback for wall placement, fine-tuned navigation, adjusted controls, made a few QoL improvements, and fixed a bunch of bugs.

This is for my WIP open source life simulation game under the working title Project Harmonia.

38
Implemented automatic door opening (files.mastodon.social)
submitted 8 months ago* (last edited 8 months ago) by [email protected] to c/[email protected]
 

In my initial implementation, doors opened when a character approached them (using a sensor collider). But it looked creepy 😅 Imagine simply walking past the doors and having them open unexpectedly.

In the current implementation, I analyze navigation paths to determine if characters pass through the door, and open it when they approach.

Additionally, I added small visual feedback for wall placement, fine-tuned navigation, adjusted controls, made a few QoL improvements, and fixed a bunch of bugs.

This is for my WIP open source life simulation game made with Bevy under the working title Project Harmonia.

 

Tried to adjust my mesh generation logic :)

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