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content/posts/newsletter-020/index.md

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@@ -93,6 +93,53 @@ A stress test is scheduled for 2021-04-17 17:30 UTC and everyone is invited to j
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[sm64js-server]: https://github.com/sm64js/sm64js-mmo-server
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[net64-blog]: https://net64-mod.github.io/blog/sm64js/
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### [Bounty Bros.][bounty_bros]
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[![bounty-bros-character-on-map](./bounty_bros.png)][bounty_bros_webgame]
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_Click the image to play the game in your browser!_
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[Bounty Bros.][bounty_bros] is a prototype game similar to the old Legend of
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Zelda® games developed by [Katharos Technology][katharostech] as a testing
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ground for a future commercial game.
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In the last 2 months Bounty Bros. has gotten a lot of updates. Now you can [play
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the game][bounty_bros_webgame] right inside of your browser on desktop or mobile
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devices!
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- You can no longer walk through walls or objects
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- You can now walk into buildings
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- The camera follows the player without passing beyond the map borders
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- Rendering is now scaled pixel-perfect
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- Mobile touch controls were added
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- There is a new [retro mode][bounty_bros_retro_mode] that tries to make it it
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look like the game is running on an old CRT television.
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All of the source code, excluding assets and artwork, was also made available
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and split into two independent projects.
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These projects were released under the
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[Katharos License][katharos_license]. This license has moral and ethical
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implications that you may or may not agree with, so please read it before making
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use of these projects:
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- [Bevy Retro][bevy_retro]: A Bevy plugin for pixel-perfect games
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- [Skip'n Go][skipngo]: A simple game engine for making top-down pixel games
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You can read the full update in the [Blog Post][bounty_bros_blog_post].
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_Discussions: [Skip'n Go on GitHub][skipngo_discussions], [Bevy Retro on GitHub][bevy_retro_discussions]_
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[bevy_retro]: https://github.com/katharostech/bevy_retro
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[bevy_retro_discussions]: https://github.com/katharostech/bevy_retro/discussions
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[katharostech]: https://katharostech.com
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[skipngo]: https://github.com/katharostech/skipngo
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[skipngo_discussions]: https://github.com/katharostech/skipngo/discussions
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[bounty_bros]: https://katharostech.com/post/bounty-bros-on-web
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[bounty_bros_webgame]: https://skipngo.katharostech.com/?asset_url=https://bounty-bros.skipngo.katharostech.com/
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[bounty_bros_blog_post]: https://katharostech.com/post/bounty-bros-on-web
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[bounty_bros_retro_mode]: https://skipngo.katharostech.com/?asset_url=https://bounty-bros.skipngo.katharostech.com/&enable_crt=true&pixel_aspect_ratio=1.3
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[katharos_license]: https://github.com/katharostech/katharos-license
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### [pGLOWrpg][pglowrpg-github]
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![Improved text rendering](pglowrpg_progress.jpg)
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[macroquad-git]: https://github.com/not-fl3/macroquad
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[egui-git]: https://github.com/emilk/egui
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### [Name Needed][name-needed]
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![Wandering agents hauling items around and digging](name-needed.gif)
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_Agents wandering around, hauling items and digging blocks_
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[Name Needed][name-needed] by [@DomWilliams0][domwilliams-github] is a one man
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effort to produce an open source, intuitive and high performance Dwarf
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Fortress-esque game.
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The engine is custom, built with SDL2 and OpenGL. It's still early days, but
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steady progress has been made over the last 18 months. The developer aims to
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release occasional technical devlogs about interesting parts of the engine,
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which so far include:
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- [Long term vision and goals][name-needed-devlog0]
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- [High level engine architecture][name-needed-devlog1]
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- [Intelligent entity behaviors][name-needed-devlog2]
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[name-needed]: https://github.com/DomWilliams0/name-needed
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[domwilliams-github]: https://github.com/DomWilliams0
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[name-needed-devlog0]: https://domwillia 8000 .ms/devlog0/
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[name-needed-devlog1]: https://domwillia.ms/devlog2/
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[name-needed-devlog2]: https://domwillia.ms/devlog4/
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## Engine Updates
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### [Tetra]
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[hecs]: https://github.com/Ralith/hecs
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### [Quinn]
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[Quinn] is an async-friendly implementation of the state-of-the-art QUIC
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transport protocol soon to be standardized by the IETF.
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QUIC is a uniquely versatile foundation for building application protocols. Its
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support for low-latency communication, multiplexing, fine-grained reliability,
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and security make an excellent basis for real-time game networking, providing an
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array of powerful primitives unavailable on UDP or TCP.
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[Quinn 0.7][quinn_release] introduces support for Tokio 1.0 and many
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optimizations and bug fixes, and updates to [draft 32][quic_32] of the proposed
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standard. With last call underway in the IETF, we expect to release an
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implementation of the final standard soon with no major changes.
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[Quinn]: https://github.com/quinn-rs/quinn
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[quinn_release]: https://github.com/quinn-rs/quinn/releases/tag/0.7.0
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[quic_32]: https://tools.ietf.org/html/draft-ietf-quic-transport-32
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### [wgpu]
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![voxel bunny on wgpu](wgpu-conservative-bunny.png)
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[@wumpf]: https://github.com/Wumpf
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[graphics team blog]: https://mozillagfx.wordpress.com/2021/03/10/webgpu-progress/
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### [smaa-rs]
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The [smaa-rs] library provides fast and high quality post-process
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anti-aliaising using the [SMAA algorithm]. It is designed to be
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easy to integrate into other [wgpu] applications with only a few
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added lines of code.
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The 0.2 series released this month includes a steamlined API
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which makes it easier to enable/disable anti-aliasing via a
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configuration setting. Currently SMAA 1x is supported with
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SMAA S2x likely to be added depending on interest.
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[smaa-rs]: https://github.com/fintelia/smaa-rs
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[SMAA algorithm]: http://www.iryoku.com/smaa/
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### [rafx]
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![rafx tilemap rendering](rafx-tilemap-rendering.png)
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