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content/posts/newsletter-020/index.md

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## Game Updates
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### [MineWars][minewars]
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![MineWars Game Screenshot](minewars.jpg)
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[MineWars][minewars] ([Twitter][minewars-twitter], [Reddit][minewars-reddit])
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by @jamadazi is Minesweeper reimagined as a Multiplayer Real Time Strategy!
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Capture mines. Move them around. Cause explosion chains. Take out enemy mines.
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Defend your Cities. Fight for territory. Eliminate other players. Play on a
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procedurally-generated map.
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The game has been privately in development for many months and was just
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announced publicly. The project is currently working towards an alpha release
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for public playtesting. Read the announcement on the [website][minewars] for
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more information.
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Made in the [Bevy Game Engine][bevy].
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[minewars]: https://minewars.cc
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[minewars-twitter]: https://twitter.com/MineWarsGame
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[minewars-reddit]: https://reddit.com/r/minewars
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[bevy]: https://bevyengine.org
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### [SM64JS][sm64js]
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![Super Mario 64 JavaScript](sm64js.jpg)
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[egregoria-discord]: https://discord.gg/CAaZhUJ
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[egregoria-youtube]: https://youtu.be/qH2SKWbRV5I
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### [Fishgame][fishgame]
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![Fishgame](fishgame.gif)
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_Game footage with the new weapon._
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[Fishgame][fishgame] [(web build)][fishgame-itch] is an online multiplayer game,
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created in a collaboration between [Nakama][nakama], an open-source scalable
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game server, and the [Macroquad](https://github.com/not-fl3/macroquad/) game
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engine.
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This month fishgame migrated to [nakama-rs] (featured in this newsletter as
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well).
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Also a second weapon, the sword, was added to the game.
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[fishgame]: https://github.com/heroiclabs/fishgame-macroquad
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[fishgame-itch]: https://fedorgames.itch.io/fish-game?secret=UAVcggHn332a
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[nakama]: https://heroiclabs.com/
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[macroquad]: https://github.com/not-fl3/macroquad
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[nakama-rs]: https://github.com/not-fl3/nakama-rs
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### [Gargoyle's Quest]
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![Gargoyle's Quest](gargoyles_quest.png)
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[rusty-editor]: https://github.com/mrDIMAS/rusty-editor
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[MinusGix]: https://github.com/MinusGix
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### [Bevy v0.5][bevy-blog]
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![PBR material example](bevy_pbr.png)
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_Material grid with varying PBR properties_
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[Bevy][bevy] is a refreshingly simple data-driven game engine built in Rust. It is
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[free and open source][bevy-git] forever!
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Bevy 0.5 was a massive community effort. You can check out the
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[full release blog post here][bevy-blog], but here are some highlights:
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- Physically Based Rendering (PBR)
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- GLTF Improvements, such as support for PBR textures and a new top-level GLTF
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asset type
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- Bevy ECS V2: a complete rewrite of the Bevy ECS core with a hybrid component
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storage model, Archetype Graphs, stateful queries, and across-the-board performance
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improvements
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- A brand new Parallel System Executor packed with features: explicit system
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dependencies, system labels, system sets, improved run criteria,
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and increased parallelism
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- Reliable change detection: efficiently query changes to any component or
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resource at any point in time (even across frames)
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- State System Rewrite: a new stack-based state system that makes running systems
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for different states (ex: menus vs in-game) much easier.
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- Rich text: style text "spans" with different colors / fonts while still
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respecting layout
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- HIDPI text: render crisp text at any resolution
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- 2D world space text, world to screen space conversions, 2d/3d orthographic
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camera improvements, render layers, sprite flipping, improved color space handling,
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wireframes, timer improvements, and more!
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_Discussions:
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[/r/rust](https://reddit.com/r/rust/comments/mljg39/bevy_05),
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[Hacker News](https://news.ycombinator.com/item?id=26716166),
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[Twitter](https://twitter.com/cart_cart/status/1379514923819012097)_
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[bevy]: https://bevyengine.org
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[bevy-git]: https://github.com/bevyengine/bevy
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[bevy-blog]: https://bevyengine.org/news/bevy-0-5
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## Learning Material Updates
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### [Bevy Cheatbook: Major Overhaul for Bevy 0.5][bevy_cheatbook]
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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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### [nakama-rs]
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[nakama-rs] is a pure Rust implementation of the [Nakama] protocol.
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[Nakama] is an open-source server designed to power modern games and apps.
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Features include user accounts, chat, social, matchmaker, realtime multiplayer,
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and much [more][heroiclabs].
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Being pure Rust, [nakama-rs] brings the full API and socket options to any
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platform Rust works on.
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[nakama]: https://github.com/heroiclabs/nakama
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[heroiclabs]: https://heroiclabs.com
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[nakama-rs]: https://github.com/not-fl3/nakama-rs
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### [wgpu]
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![voxel bunny on wgpu](wgpu-conservative-bunny.png)
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[@h3r2tic]: https://github.com/h3r2tic
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[h3r2tic-twitter]: https://twitter.com/h3r2tic
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### [Bevy Engine v0.5][bevy]
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### [building-blocks] v0.6.0
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![PBR material example](bevy_pbr.png)
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_Material grid with varying PBR properties_
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![LOD Terrain](building-blocks-lod-terrain.jpg)
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[Bevy][bevy] is a refreshingly simple data-driven game engine built in Rust. It is
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[free and open source][bevy-git] forever!
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In v0.6.0, the [building-blocks] voxel library brings a couple important features
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for scaling up to large maps:
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Bevy 0.5 was a massive community effort. You can check out the
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[full release blog post here][bevy-blog], but here are some highlights:
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- pyramids for level of detail
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- multichannel arrays
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- Physically Based Rendering (PBR)
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- GLTF Improvements, such as support for PBR textures and a new top-level GLTF
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asset type
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- Bevy ECS V2: a complete rewrite of the Bevy ECS core with a hybrid component
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storage model, Archetype Graphs, stateful queries, and across-the-board performance
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improvements
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- A brand new Parallel System Executor packed with features: explicit system
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dependencies, system labels, system sets, improved run criteria,
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and increased parallelism
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- Reliable change detection: efficiently query changes to any component or
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resource at any point in time (even across frames)
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- State System Rewrite: a new stack-based state system that makes running systems
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for different states (ex: menus vs in-game) much easier.
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- Rich text: style text "spans" with different colors / fonts while still
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respecting layout
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- HIDPI text: render crisp text at any resolution
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- 2D world space text, world to screen space conversions, 2d/3d orthographic
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camera improvements, render layers, sprite flipping, improved color space handling,
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wireframes, timer improvements, and more!
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There is still much work to be done to optimize the voxel mesh LOD at large
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scales and improve the cosmetics of LOD transitions, but the preliminary work
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has allowed us to demonstrate the feasibility of this approach with a new demo
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that you can view [here](https://youtube.com/watch?v=fCP8xZYJiSI).
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Full release notes are available on [here][blocks-notes].
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_Discussions:
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[/r/rust](https://reddit.com/r/rust/comments/mljg39/bevy_05),
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[Hacker News](https://news.ycombinator.com/item?id=26716166),
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[Twitter](https://twitter.com/cart_cart/status/1379514923819012097)_
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[/r/rust](https://reddit.com/r/rust_gamedev/comments/ma76je/buildingblocks_v060)_
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[bevy]: https://bevyengine.org
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[bevy-git]: https://github.com/bevyengine/bevy
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[bevy-blog]: https://bevyengine.org/news/bevy-0-5
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[blocks-notes]: https://github.com/bonsairobo/building-blocks/releases/tag/v0.6.0
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[building-blocks]: https://github.com/bonsairobo/building-blocks
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## Popular Workgroup Issues in Github
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