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submitted 4 months ago* (last edited 4 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 4 months ago* (last edited 4 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 4 months ago by mac@programming.dev to c/bevy@programming.dev
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Bevy on PinePhone Pro (files.mastodon.social)
submitted 4 months ago* (last edited 4 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. ๐Ÿ˜ข

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 4 months ago* (last edited 4 months ago) by mac@programming.dev to c/bevy@programming.dev
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2024 Budget (bevyengine.org)
submitted 5 months ago by mac@programming.dev to c/bevy@programming.dev
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Bevy Foundation (bevyengine.org)
submitted 5 months ago by Shatur@lemmy.ml to c/bevy@programming.dev
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Implemented automatic door opening (files.mastodon.social)
submitted 5 months ago* (last edited 5 months ago) by Shatur@lemmy.ml to c/bevy@programming.dev

In my initial implementation, doors opened when a character approached them (using a sensor collider). But it looked creepy ๐Ÿ˜… 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.

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submitted 5 months ago by Shatur@lemmy.ml to c/bevy@programming.dev

This release is big! We abstracted out all I/O and renet dependency. We will continue to provide first-party integration with renet via bevy_replion_renet.

But now users can write their own integration with other messaging libraries. Refer to the documentation for instructions on how to do it, the process is very simple. See bevy_replicon_renet as an example.

This also opens up the possibility of simultaneously using multiple messaging libraries on the server, as long as the client identifiers they provide are unique.

See the changelog for a full list of changes.

๐Ÿ“ฆbevy_replicon ๐Ÿ“ฆbevy_replicon_renet

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Added windows to my game (cdn.toot.garden)
submitted 5 months ago by Shatur@lemmy.ml to c/bevy@programming.dev

Glad to see that you can import the model from Blender and the transparency just works. Also the index of refraction table in the Bevy docs was very helpful! All models made by my wife ๐Ÿ˜…

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submitted 5 months ago by Shatur@lemmy.ml to c/bevy@programming.dev

It's a high level networking crate for the Bevy game engine.

Now we support Bevy 0.13. With this release we now use the improved Bevy's MapEntities trait instead of our custom one. This way users no longer need to define both to make mapping work for scenes and networking.

See the changelog for a full list of changes.

The crate is based on renet, but for the next release we planning to abstract out all I/O. We will continue to provide renet integration via separate bevy_replicon_renet crate. This way other messaging crates can be used by writing a thin integration crate.

๐Ÿ“ฆbevy_replicon

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Bevy 0.13 (bevyengine.org)
submitted 6 months ago by mac@programming.dev to c/bevy@programming.dev
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submitted 6 months ago* (last edited 6 months ago) by Shatur@lemmy.ml to c/bevy@programming.dev

It's a high level networking crate for the Bevy game engine.

Now mapped client events will not be drained and will behave exactly like other events. But it's a small breaking change since such events now require a Clone impl.

See the changelog for a full list of changes.

๐Ÿ“ฆbevy_replicon

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Reworked object placing (files.mastodon.social)
submitted 6 months ago* (last edited 6 months ago) by Shatur@lemmy.ml to c/bevy@programming.dev

Improved logic and added visual feedback.

Also switched from bevy_rapier to bevy_xpbd. My game only needs collision detection and with bevy_xpbd I can disable unnecessary logic by toggling plugins. So convenient! It was an easy transition since the API is very similar. The author is also very active and helpful.

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Implemented door placement (files.mastodon.social)
submitted 6 months ago* (last edited 6 months ago) by Shatur@lemmy.ml to c/bevy@programming.dev

Boolean operations in 3D are quite heavy. But fortunately, each wall can be represented as two 2D planes.

To determine which 2D shape I need to cut from the mentioned planes, I add a special plane in Blender with "Cutout" name. This is what The Sims series do.

And for all doors located on a wall I triangulate combined vertices using earcutr. The library API doesn't fit well with Bevy, but it does the trick.

The project is open source, so if you are interested in the implementation, you can take a look at the wall module. I organize my modules as plugins, so you can copy the module and its submodules into your game with some minor edits and enable WallPlugin.

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Improved wall generation (files.mastodon.social)
submitted 6 months ago by Shatur@lemmy.ml to c/bevy@programming.dev

Now walls are separate meshes and take full advantage of ECS, including change detection to rebuild only changed parts.

The new approach also automatically fixed some bugs and enabled instant update of other walls that were affected by currently spawning wall.

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submitted 6 months ago by mac@programming.dev to c/bevy@programming.dev
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Added UV for generated walls (files.mastodon.social)
submitted 6 months ago by Shatur@lemmy.ml to c/bevy@programming.dev

It was an interesting task and I learned a lot about how meshes are represented internally.

Initially I used 8 vertices for each wall. But then I discovered that if I needed a different color and normal for each side, then I needed a different vertex! So I reworked the mesh generation to make 20 vertices per mesh (for each side with no bottom).

The project is open source, so if you are interested in the implementation, you can take a look at mesh_update_system. I organize my modules as plugins, so you can copy the module and its submodules into your game with some minor edits and enable WallPlugin.

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Added placeable Retro TV object (files.mastodon.social)
submitted 6 months ago by Shatur@lemmy.ml to c/bevy@programming.dev

The model made by @YaraGardaria, was posted before in @blender@lemmy.world.

Bevy looks quite nice with normal maps and good lighting settings.

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submitted 6 months ago by Shatur@lemmy.ml to c/bevy@programming.dev

It's a high level networking crate for the Bevy game engine.

After quite some R&D from UkoeHB in Discord and I, the library now features entity visibility control for clients!

The new companion crate bevy_replicon_attributes extends replicon visibility with a highly ergonomic attributes-based API.

See the changelog for a full list of changes.

๐Ÿ“ฆbevy_replicon
๐Ÿ“ฆbevy_replicon_attributes

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Love Bevy asset reloading feature! (files.mastodon.social)
submitted 6 months ago* (last edited 6 months ago) by Shatur@lemmy.ml to c/bevy@programming.dev

To implement object buttons reloading when changing metadata files, I simply added a system that respawns buttons when metadata changes. Complete separate preview system automatically updates the image. So convenient.

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SME Announcements (bevyengine.org)
submitted 6 months ago by mac@programming.dev to c/bevy@programming.dev
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submitted 6 months ago by mac@programming.dev to c/bevy@programming.dev
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Blog Series: Bevy Adventures (zacharygoulet.com)
submitted 6 months ago by mac@programming.dev to c/bevy@programming.dev

Intro to a blog series this person is starting up for constructing features for their game in bevy

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submitted 6 months ago by mac@programming.dev to c/bevy@programming.dev
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