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Bevy 0.14 (bevyengine.org)
submitted 1 week ago by barsoap@lemm.ee to c/bevy@programming.dev
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submitted 1 week ago by Shatur@lemmy.ml to c/bevy@programming.dev

It’s a crate for server-authoritative networking.

This release adds support for Bevy 0.14.0 and includes features from the previous RC. I like Bevy's new release candidate process a lot!

But it will take some time for the messaging backends to update. The bevy_replicion_renet that I maintain needs the renet crate to be updated to Bevy 0.14 first.

πŸ“œFull changelog πŸ“¦bevy_replicon

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Bevy 0.14 (bevyengine.org)
submitted 1 week ago by Shatur@lemmy.ml to c/bevy@programming.dev
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Bevy 0.14 (bevyengine.org)
submitted 1 week ago by Phlimy@jlai.lu to c/bevy@programming.dev
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Bevy 0.14 Released (bevyengine.org)
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submitted 2 weeks ago* (last edited 1 week ago) by Shatur@lemmy.ml to c/bevy@programming.dev

It’s a crate for server-authoritative networking.

We usually don't make breaking changes when a Bevy release is around the corner, but decided to make a small exception for this one :)

This release adds support for Bevy 0.14.0-rc.4 and splits the crate functionality by features. For example, for headless server you can disable client feature. By default all features, except diagnostics are enabled, so you have the same set of plugins as before. But most plugin authors will need to add default-features = false.

πŸ“œFull changelog πŸ“¦bevy_replicon

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Bevy 0.14.0-rc.4 (crates.io)
submitted 2 weeks ago* (last edited 2 weeks ago) by Shatur@lemmy.ml to c/bevy@programming.dev

You can find it on crates.io or on GitHub. If you're already on the rc.3, cargo update should automatically pick it up.

Here is the list of fixes since the 0.14.0-rc.3. This is likely the last release candidate!

The estimated release date for the 0.14 is now beginning of next week.

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For me, it's just ECS nature and Schedule that optimizes everything for you.

It's near native C / Assembly with safe garbage collection, so everything complex like some simulations should be more doable. I play Tunnet with no stuttering on my Linux machine in 4K and 144Hz!

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submitted 3 weeks ago by Shatur@lemmy.ml to c/bevy@programming.dev

You can find it on crates.io or on GitHub. If you're already on the rc.2, cargo update should automatically pick it up.

Here is the list of fixes since the 0.14.0-rc.2. This version also has observers merged!

The estimated release date for the 0.14 has been pushed back by one week, to be able to finish the release note and migration guide.

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submitted 1 month ago by Shatur@lemmy.ml to c/bevy@programming.dev
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Mine is Tunnet. Maybe someone found some gem? Itch.io games also counts, just needs to be made in Bevy!

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submitted 1 month ago by Binette@lemmy.ml to c/bevy@programming.dev

I don't know if it's the best place to ask this, but I've been having issues with trying to make minesweeper with bevy.

I tried making a function that would give the number of mines around the tile that was clicked if it wasn't a mine. Then, I wanted to make it so that when the number of mines around the clicked tiles is 0, it reveals the surrounding tiles. Finally, I tried making the function recursive by rerunning it on the empty surrounding tiles.

The issue is that it seems that certain tiles with no mines surrounding them don't reveal the surrounding tiles.

Here's the portion of the code I am talking about (I know it's pretty bad):

fn find_surrounding_mines(
                          mut set: ParamSet<(
                              EventReader<TileEntity>,
                              EventWriter<TileEntity>,
                             )>,
                          mut surrounding_mines: EventWriter<SurroundingMines>,
                          mut query_board: Query<&mut Board>,
                          mut change_tile_image: EventWriter<ChangeTileImage>,
                        mut query_mine: Query<(&Mine, &mut Tile)>) {
    let dy: [i8; 8] = [-1, -1, -1, 0, 0, 1, 1, 1];
    let dx: [i8; 8] = [-1, 0, 1, -1, 1, -1, 0, 1];
    
    let board = query_board.single_mut();
    let mut num_mine: u8 = 0;
    let mut y: u8 = 0;
    let mut copy_x: usize = 0;
    let mut tile_read:bool = false;
    let mut copy_num_mine:u8 = 0;
    for tile in set.p0().read(){
        for (row_index, vector) in board.tiles.iter().enumerate(){
            if let Some(x) = vector.iter().position(|&x|x == tile.0) {
                copy_x = x;
                y = row_index as u8;
                for i in 0..8{
                    if x as i8 + dx[i] >= 0 && x as i8 + dx[i] < board.width as i8 && y as i8 + dy[i] >= 0 && y as i8 +dy[i] < board.height as i8{
                        if let Ok((_mine,mut tile)) = query_mine.get_mut(board.tiles[(y as i8 + dy[i]) as usize][(x as i8+ dx[i]) as usize]){
                            num_mine += 1;
                            tile.hidden = false;
                        }
                    }
                }
                break;
            } 
        }
        
        surrounding_mines.send(SurroundingMines(num_mine));
        change_tile_image.send(ChangeTileImage{tile: tile.0, asset: "Minesweeper_LAZARUS_21x21_".to_string() + &num_mine.to_string() + ".png"});
        copy_num_mine = num_mine;
        num_mine = 0;
        tile_read = true;
    }

    if copy_num_mine == 0 && tile_read{
            tile_read = false;
            for i in 0..8{
                if copy_x as i8 + dx[i] >= 0 && copy_x as i8 + dx[i] < board.width as i8 && y as i8 + dy[i] >= 0 && y as i8 +dy[i] < board.height as i8{
                    if let Ok((_mine, mut tile)) = query_mine.get(board.tiles[(y as i8 + dy[i]) as usize][(copy_x as i8 + dx[i]) as usize]){
                        continue;
                    }else{
                        println!("{:?}", (y as i8 + dy[i], copy_x as i8 + dx[i]));
                        set.p1().send(TileEntity(board.tiles[(y as i8 + dy[i]) as usize][(copy_x as i8 + dx[i]) as usize]));
                    }
                }
            }
        }
}
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submitted 1 month ago by Shatur@lemmy.ml to c/bevy@programming.dev

It’s a crate for server-authoritative networking.

Bevy has started drafting release candidates to let users test them before the actual release. And I think it's awesome!

This release adds support for Bevy 0.14.0-rc.2. There are no functional changes.

We haven't released bevy_replicon_renet because we need to wait for bevy_renet. However, other crates, including other messaging backends, won't be blocked.

πŸ“¦bevy_replicon

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Bevy 0.14.0-rc.2 (crates.io)
submitted 1 month ago by Shatur@lemmy.ml to c/bevy@programming.dev

You can find it on crates.io or on GitHub. Notice that as it's a release candidate, you have to specify the version for it to be selected, it's not automatic.

Please test it on all the strange use cases you have, update the plugins you maintain, and get ready for an exceptional release! The migration guide is still being worked on, but the draft can already prove useful.

For the next two weeks, we'll cherrypick back to the release branch merged PRs from the 0.14 milestone, so that they will be in the 0.14 release. While we will avoid breaking changes, it's still a possiblity one will be merged if there's a big enough issue.

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submitted 1 month ago by Shatur@lemmy.ml to c/bevy@programming.dev

Bought the device a few days ago and wanted to share the experience of running a Bevy game on it. I developing an open source life simulation game called Project Harmonia. The game is at the prototype stage: you can build walls, place objects and move around, but no no actual gameplay loop.

Bevy engine supports it natively since it's just a regular x86 with GNU/Linux. So nothing special was needed! I compiled the game via Cargo and it works.

The game runs great. I get stable 90 FPS (90Hz is the refresh rate of the device) consuming only 13.1 W. The UI is a little big and controls aren't adapted well for gamepads, but I will fix it later.

The console itself is also a nice machine for development. Next I will write about the setup I use.

As you may know, it runs SteamOS with KDE and based on ArchLinux.

Packages mostly mirror official ArchLinux repositories, but there are some additions and everything is compiled by Valve. So you can even install SuperTuxKart or GNOME πŸ˜ƒ

Another difference from vanilla ArchLinux is immutable file system. You can make it writable via a single command in terminal, but each update wipes all changes made to the system. Home directory remains untouched.

Because of the immutable filesystem, I decided to try Flatpak. It installs packages into the user's home directory. Therefore, such apps won't be removed after an update.

But I faced some limitations due to containerization. For example, the Firefox extension for KeePassXC does not work because apps can't interact with each other. And it's not suited for installing stuff like compilers or libraries. So I decided to explore other options.

Next, I tried to create a script that I planned to run after each update. It installs all the packages I need through the system package manager.

But packages on SteamOS are older then in Archlinux. For example, Neovim on SteamOS is 0.9, but on ArchLinux it's 0.10, so I had to downgrade my configuration. And it causes incompatibilities with AUR. For example, I couldn't install Crow Translate because of it.

Another problem with such script is that Valve nuked /usr/include directory to free space. All packages are present, but the folder is missing. It makes sense for a gaming device, but I need it to compile packages from AUR.

It can be solved by reinstalling all packages that put files into /usr/include. But it causes another problem πŸ˜ƒ Allocated space for / is limited and you quickly run out of space after restoring headers and installing a couple of packages.

Then I decided to try Distrobox. It creates containers that tightly integrated with the host system. It even comes pre-installed on the Steam Deck.

And I like it a lot! It is very easy to use and combines the advantages of both approaches. All packages will persist across updates and I have access to all packages that I have on my regular PC. Graphical apps look native and can interact with each other.

The game on photos was compiled on the Steam Deck πŸ₯°

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submitted 1 month ago by Shatur@lemmy.ml to c/bevy@programming.dev

cross-posted from: https://mastodon.social/users/Shatur/statuses/112508034539087653

It's a crate for server-authoritative networking.

In this release, we have completely reworked the events. We now use an optimization similar to what Bevy does for processing event updates.

The public API for events has not changed, except that custom systems have been replaced with simple serialization and deserialization functions. It’s faster and more convenient.

In addition, all network event registration functions can be used on regular events, automatically making them network events.

πŸ“œFull changelog πŸ“¦bevy_replicon πŸ“¦bevy_replicon_renet

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Object side snapping (files.mastodon.social)
submitted 1 month ago by Shatur@lemmy.ml to c/bevy@programming.dev

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.

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submitted 2 months ago* (last edited 2 months ago) by Shatur@lemmy.ml to c/bevy@programming.dev

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 πŸ“¦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.

πŸ“œFull changelog πŸ“¦bevy_replicon πŸ“¦bevy_replicon_renet

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Added vintage counter to the game (files.mastodon.social)
submitted 2 months ago by Shatur@lemmy.ml to c/bevy@programming.dev

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

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Introducing renet2, a fork of the networking library renet that implements the game-oriented netcode standard.

Highlights:
- Allow netcode servers to manage multiple data sources at once (e.g. UDP sockets and a WebTransport server).
- Add built-in in-memory sockets and WebTransport sockets. You can now run a netcode server with native AND browser clients, with the same exact authentication workflow for all clients (using ConnectTokens).

@bevy

https://github.com/UkoeHB/renet2

#bevy #networking

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submitted 3 months ago* (last edited 3 months ago) by snowy_road_gm@mastodon.social to c/bevy@programming.dev

Our very first game at Snowy Road Studios!

Scavenger: Jump around and scavenge for good items! https://snowy-road-studios.itch.io/scavenger

Scavenger came from a small in-house game jam with me (SRS founder koe) and my kid brother. Check the devlog to see how it went: https://snowy-road-studios.itch.io/scavenger/devlog/711861/developing-scavenger.

@bevy

#bevy #gamejam #family

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Bevy Playground (learnbevy.com)
submitted 3 months ago* (last edited 3 months ago) by Shatur@lemmy.ml to c/bevy@programming.dev

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.

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submitted 3 months ago by mac@programming.dev to c/bevy@programming.dev
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Bevy on PinePhone Pro (files.mastodon.social)
submitted 3 months ago* (last edited 3 months ago) by Shatur@lemmy.ml to c/bevy@programming.dev

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.

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submitted 3 months ago* (last edited 3 months ago) by mac@programming.dev to c/bevy@programming.dev
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Bevy

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