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content/news/044/index.md

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- [Learning Material Updates](#learning-material-updates)
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- [Tooling Updates](#tooling-updates)
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- [Library Updates](#library-updates)
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- [Other News](#other-news)
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- [Popular Workgroup Issues in Github](#popular-workgroup-issues-in-github)
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- [Other News](#other-news)
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- [Discussions](#discussions)
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- [Requests for Contribution](#requests-for-contribution)
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- [Jobs](#jobs)
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## Game Updates
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### [8bit Duels]
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![movement_animations](8bit-duels-game.png)
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_An 8bit Duels match_
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[@ThousandthStar] is creating a simple multiplayer turn-based strategy using the
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[Bevy Engine]. The [latest devlog] brings features like ownership indicators,
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movement and attack animations, and a chat system.
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The game is under development. The [8-bit Discord] is the best place to talk
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about the game.
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8bit Duels will be getting UI updates next, and the first version should release
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soon after that. Other troops are coming as well.
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_Discussions: [8-bit Discord]_
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[8bit Duels]: https://thousandthstar.github.io/
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[@ThousandthStar]: https://github.com/ThousandthStar
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[Bevy Engine]: https://bevyengine.org/
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[latest devlog]: https://thousandthstar.github.io/posts/8bd/8bd-part6/
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[8-bit Discord]: https://discord.com/invite/NbBcF4bGU5
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### [CyberGate][cybergate-yt]
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![Hit and blackhole particle effects](cybergate.gif)
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_Particles emit from bullet hits and blackholes_
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CyberGate ([YouTube][cybergate-yt], [Discord][cybergate-dis]),
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an ambitious multiplayer project in development by CyberSoul,
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aims to invite players into a constantly evolving universe.
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Harnessing the power of procedural generation and artificial intelligence,
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this work-in-progress aspires to provide an engaging experience
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that emphasizes exploration and discovery across its diverse worlds.
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The latest updates to CyberGate include:
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- Skybox Animation and Transitions
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- Dynamic Point Lights
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- Particle System
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- Post-processing Screen Shake for Hit Feedback
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- Hit Particle Effects
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- Blackhole
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They released the 7th major update in March,
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They are now working on universe generation alghoritms for the 8th.
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Participate [by joining the Discord server][cybergate-dis].
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[cybergate-yt]: https://youtube.com/channel/UClrsOso3Xk2vBWqcsHC3Z4Q
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[cybergate-dis]: https://discord.gg/R7DkHqw7zJ
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### [ZOMBIE DEMO GAME]
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![A person in a red suit shooting zombies with a pistol](zombie-demo-game.png)
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[ZOMBIE DEMO GAME] is a small third person zombie shooter by [@LPGhatguy] and
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[@evaera] that released this month.
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It features an astonishing 10 minutes of gameplay, a built-in level editor, and
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zombies! It was produced in order to practice shipping a game and uses a custom
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engine using wgpu, hecs, and lots of other great crates from the ecosystem.
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ZOMBIE DEMO GAME is available for Windows and Linux
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[on itch.io][ZOMBIE DEMO GAME] today.
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_Discussion: [Twitter](https://twitter.com/LPGhatguy/status/1632596982928687104)_
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[@LPGhatguy]: https://twitter.com/LPGhatguy
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[@evaera]: https://twitter.com/evaeraevaera
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[ZOMBIE DEMO GAME]: https://lpghatguy.itch.io/zombie-demo-game
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### Shifting Chamber
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![Shifting Chamber Screen shot](shifting_chamber.png)
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Shifting Chamber ([itch.io][shifting-chamber-itch],
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[Github][shifting-chamber-github]) is a simple tactics game where
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player, instead of moving the character, manipulates the map around it.
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The goal is to defeat the enemies by forcing them into hazardous
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positions - since they cannot be attacked directly.
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The game is in an early prototype / proof of concept phase.
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It is written with a help of the Bevy engine.
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There is currently only a WASM build (freely available on the itch.io)
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[shifting-chamber-itch]: https://maciekglowka.itch.io/shifting-chamber
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[shifting-chamber-github]: https://github.com/maciekglowka/shifting_chamber
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### [Jumpy]
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![Live Map Editing Example](jumpy.gif)
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_Live Map Editing!_
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[Jumpy] ([GitHub][Jumpy], [Discord][jumpy_discord], [Twitter][jumpy_twitter]) by
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[Spicy Lobster][spicy_lobster] is a pixel-style, tactical 2D shooter with a fishy
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theme.
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In the last month, the first [MVP release][jumpy_v0.6.0] of Jumpy was made. The
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release adds some major new features including a live map editor, critters,
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extended player animations, and basic AI. Soon afterward [an update][jumpy_v0.6.1]
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was made with revised maps and some important bug fixes.
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Along with the release is a new blog post, sharing thoughts on some of the lessons
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learned during development:
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[Jumpy v0.6 Retrospective][jumpy_retrospective].
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The efforts are now focused on getting network play implemented, with a two
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player LAN proof-of-concept already working. The hope is to get the remaining
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network issues fixed and the online matchmaker connected before making another
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release as soon as it's ready.
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[Jumpy]: https://github.com/fishfolks/jumpy
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[jumpy_v0.6.0]: https://github.com/fishfolk/jumpy/releases/tag/v0.6.0
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[jumpy_v0.6.1]: https://github.com/fishfolk/jumpy/releases/tag/v0.6.1
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[jumpy_twitter]: https://twitter.com/spicylobsterfam
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[jumpy_discord]: https://discord.gg/4smxjcheE5
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[spicy_lobster]: https://spicylobster.itch.io
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[jumpy_retrospective]: https://fishfolk.org/blog/jumpy-0-6-retrospective/
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### [Tunnet][tunnet-itch]
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![Tunnet screenshot: a weird looking computer network](tunnet.jpg)
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_Example of a puzzle in Tunnet_
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Tunnet ([Steam][tunnet-steam], [Itch.io][tunnet-itch]) by
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[@puzzled\_squid][puzzled_squid] is a short puzzle/exploration game where you
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build a computer network in an underground complex.
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This project is still WIP and a first [devlog][tunnet-post] has been
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posted this month. The post describes the main gameplay loop as well as some
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of the new environments recently added.
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The game is developed using Bevy and is expected to be released late 2023.
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[tunnet-itch]: https://puzzled-squid.itch.io/tunnet
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[tunnet-steam]: https://store.steampowered.com/app/2286390/Tunnet
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[tunnet-post]: https://puzzled-squid.itch.io/tunnet/devlog/507508/devlog-0-gameplay-loop-and-subnetworks
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[puzzled_squid]: https://puzzledsquid.xyz
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## Engine Updates
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### hotline
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![hotline_client](hotline_rdg44.jpg)
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_hotline live coding client_
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hotline ([GitHub], [Blog], [Twitter]) is a modern, high-performance, hot-reload
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graphics engine written in Rust. It aims to provide low-level access to modern
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graphics API features, while at the same time providing high-level ergonomic
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optimizations.
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It uses Bevy's ECS so the focus can remain primarily on the graphics
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architecture. Direct3D12 is the only supported platform, but the graphics API is
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abstracted to account for future ports to Vulkan and Metal. The project is in
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its early stages but already has a decent amount of features showcasing
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different render strategies, async command buffer generation, plugin based
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architecture, and hot-reload support for Rust code, HLSL shaders, and render
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configs. It supports ImGui with docking and multiple windows, video decoding,
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complex image loading (cubemaps, arrays, volumes), and more.
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[@polymonster] has been live streaming development on [Twitch] with archives
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available on [YouTube]. Recently they have been designing a bindless material
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system.
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[@polymonster]: https://github.com/polymonster
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[GitHub]: https://github.com/polymonster/hotline
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[Blog]: https://www.polymonster.co.uk
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[Twitter]: https://twitter.com/polymonster
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[Twitch]: https://www.twitch.tv/polymonstr
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[YouTube]: https://www.youtube.com/channel/UCQRmui5w4Urz-h4P9CL7rmA
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## Learning Material Updates
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### Developing an editor with egui
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![Gif displaying the functionality of the editor](TheGrimsey-Editor.gif)
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[@TheGrimsey] published a three-part series of articles about developing a Spell
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Editor with egui.
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- ["Databases & Editors (1/3)"] covers displaying egui windows & tables of
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entries.
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- ["Editors (2/3): Editing entries"] elaborates on handling editing of entries &
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properties such as enums.
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- Finally, ["Editors (3/3): Selection dialog & new entries"] talks about
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developing a selection dialog and creating new entries.
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[@TheGrimsey]: https://mastodon.social/@TheGrimsey
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["Databases & Editors (1/3)"]: https://thegrimsey.net/2023/03/07/Bevy-Four-Editor.html
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["Editors (2/3): Editing entries"]: https://thegrimsey.net/2023/03/12/Bevy-Five-Editor-Two.html
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["Editors (3/3): Selection dialog & new entries"]: https://thegrimsey.net/2023/03/21/Bevy-Six-Editor-Three.html
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### [Writing NES assembly programs in a Rust DSL][writing-nes-programs-in-rust-video]
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[![Title slide from presentation about writing NES assembly programs in Rust](nes-programming-in-rust-cover.png)
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## Tooling Updates
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### Tiger
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![Tiger screenshot](tiger.png)
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Tiger ([Github][tiger-github],
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[itch.io][tiger-itch.io] by
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[@agersant] is a visual tool to
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author game spritesheets and their metadata.
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Version 1.0 launched this month, which means Tiger is ready for production.
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It currently has the following features:
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- Easy-to-use timeline to author animation.
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- Supports perspectives for any 2D game (top-down, sidescroller, isometric,
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etc.).
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- Automatically hot-reloads source images when they are changed.
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- Packs animation frames into texture atlases.
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- Can add and tag hitboxes.
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- Flexible template system exports metadata in any text-based format.
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- Free and open-source with a permissive license.
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[tiger-github]: https://github.com/agersant/tiger
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[tiger-itch.io]: https://agersant.itch.io/tiger
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[@agersant]: https://mastodon.gamedev.place/@agersant
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## Library Updates
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### [`bevy_text_mode`]
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![Screenshot of 1-bit sprites drawn using bevy_text_mode.](bevy_text_mode.png)
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[`bevy_text_mode`] ([GitHub][bevy_text_mode-src]) by [yopox] is a Bevy plugin which
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makes it possible to set the background and the foreground color of a texture atlas
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sprite (built-in Bevy sprites only have a tint property).
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This plugin is convenient when using 1-bit tilesets such as [MRMOTEXT].
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The 0.1 release adds a `TextModeTextureAtlasSprite` component with
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configurable background, foreground, x/y flip and opacity.
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_Discussion: [Mastodon](https://mstdn.social/@yopox/110010264001721310)_
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[`bevy_text_mode`]: https://crates.io/crates/bevy_text_mode
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[bevy_text_mode-src]: https://github.com/yopox/bevy_text_mode
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[yopox]: https://github.com/yopox
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[MRMOTEXT]: https://mrmotarius.itch.io/mrmotext
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### Matchbox
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![matchbox logo](matchbox.png)
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[Matchbox] is a library for easily establishing unreliable, unordered,
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peer-to-peer WebRTC data connections using rust WASM (and native). This enables
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cross-platform low-latency multiplayer games.
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Previously, the socket opened a single udp-like data channel. In version 0.6,
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however, support for adding extra channels with configurable ordering and
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package retransmits was added. This enables direct p2p tcp-like connections as
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well.
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Two new crates were added in this release. `matchbox_signaling`, lets you
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set up a custom signaling server, also supporting client-server topologies,
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enabling scenarios where one player acts as the host for the other players.
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`bevy_matchbox` provides ergonomic usage with Bevy. Severely cutting down on the
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boiler-plate needed.
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The tutorial series on [how to make a p2p web game with Bevy, GGRS and
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Matchbox][extreme_bevy] was also updated to the latest versions of all three
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libraries.
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Read more about all the new features in the [0.6 release post][matchbox-0.6].
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_Discussions:
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[/r/rust](https://www.reddit.com/r/rust/comments/127ssuv/announcing_matchbox_06_painless_peertopeer_webrtc/),
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[/r/rust_gamedev](https://www.reddit.com/r/rust_gamedev/comments/127suhc/matchbox_06_released_painless_peertopeer_webrtc/),
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[/r/bevy](https://www.reddit.com/r/bevy/comments/127sn3o/announcing_matchbox_06_and_a_new_bevy_matchbox/),
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[Mastodon](https://mastodon.social/@johanhelsing/110119122081173196)_
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[extreme_bevy]: https://johanhelsing.studio/posts/extreme-bevy
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[Matchbox]: https://github.com/johanhelsing/matchbox
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[matchbox-0.6]: https://johanhelsing.studio/posts/matchbox-0-6
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## Popular Workgroup Issues in Github
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<!-- Up to 10 links to interesting issues -->

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