@@ -35,8 +35,8 @@ Feel free to send PRs about your own projects!
35
35
- [ Learning Material Updates] ( #learning-material-updates )
36
36
- [ Tooling Updates] ( #tooling-updates )
37
37
- [ Library Updates] ( #library-updates )
38
- - [ Other News] ( #other-news )
39
38
- [ Popular Workgroup Issues in Github] ( #popular-workgroup-issues-in-github )
39
+ - [ Other News] ( #other-news )
40
40
- [ Discussions] ( #discussions )
41
41
- [ Requests for Contribution] ( #requests-for-contribution )
42
42
- [ Jobs] ( #jobs )
@@ -67,12 +67,175 @@ If needed, a section can be split into subsections with a "------" delimiter.
67
67
68
68
## Game Updates
69
69
70
+ ### [ Flesh]
71
+
72
+ ![ flesh preview] ( flesh.gif )
73
+ _ Intro_
74
+
75
+ [ Flesh] by [ @im_oab] is a 2D-horizontal shmup game with hand-drawn animation,
76
+ an organic/fleshy theme and a unique story. It is implemented using [ Tetra] .
77
+ The game's development has finished and will be released soon. The last update
78
+ before release includes:
79
+
80
+ - Intro/Ending/End credits animation.
81
+ - Add a variant version of Conway's Game of Life as background.
82
+ - Improve effect in the gameplay with distortion shaders.
83
+ - Update the demo build with improved graphics and performance.
84
+
85
+ [ Flesh ] : https://store.steampowered.com/app/1660850/Flesh/
86
+ [ @im_oab ] : https://twitter.com/im_oab
87
+ [ Tetra ] : https://github.com/17cupsofcoffee/tetra
88
+
89
+ ### [ Space Frontiers]
90
+
91
+ ![ In-game screenshot of a real-time render of a modular gridmap-based spaceship interior] ( spacefrontiers.png )
92
+ _ Render achieved with dynamic point lights._
93
+
94
+ [ Space Frontiers] ([ GitHub] , [ Discord] , [ Twitter] , [ Reddit] , [ Steam Group] )
95
+ by [ Starwolves] is an online moddable sci-fi action RPG community game
96
+ simulating space (and spaceships) in 3D.
97
+
98
+ By the end of last year the client was made with Godot. Shortly after that the
99
+ decision was made to replace the Godot project with a [ Bevy Engine] client.
100
+
101
+ Rust and Bevy are now used for both server and client.
102
+ There are a lot of advantages such as sharing libraries and neat code replication,
103
+ reducing code overhead.
104
+ In-fact both the server and client are now developed in [ the same virtual workspace] .
105
+
106
+ The client includes a new camera perspective from top-down isometric to 1st person.
107
+ A new 3D dynamic gridmap framework has been successfully implemented in ECS.
108
+ The prototype includes an in-game map editing tool with the ability to export to
109
+ file.
110
+ Inspired by the videogame "System Shock".
111
+ There is a recently uploaded [ showcase video] .
112
+
113
+ The project is commercial, [ open-source] and has a proprietary license.
114
+ There is a milestone for a license change to free open-source.
115
+
116
+ [ Starwolves.io Bulletin Board] was launched half a year ago.
117
+ There are 25~ registrants left that can receive a permanent unique forum group/title.
118
+
119
+ _ Discussions: [ StarWolves.io Bulletin Board] _
120
+
121
+ [ Starwolves.io Bulletin Board ] : https://starwolves.io
122
+ [ Starwolves ] : https://starwolves.io
123
+ [ Bevy Engine ] : https://bevyengine.org/
124
+ [ Space Frontiers ] : https://github.com/starwolves/space
125
+ [ GitHub ] : https://github.com/starwolves/space
126
+ [ open-source ] : https://github.com/starwolves/space
127
+ [ the same virtual workspace ] : https://github.com/starwolves/space
128
+ [ Steam Group ] : https://steamcommunity.com/groups/starwolvescommunity
129
+ [ Discord ] : https://discord.gg/yYpMun9CTT
130
+ [ Twitter ] : https://twitter.com/starwolvesstar
131
+ [ Reddit ] : https://reddit.com/u/StarwolvesStar
132
+ [ showcase video ] : https://youtu.be/Qr_in7tUxAM
133
+
134
+ ### Digital Extinction
135
+
136
+ ![ Building Placement in Digital Extinction] ( digital-extinction.jpeg )
137
+ _ Building Placement in Digital Extinction_
138
+
139
+ [ Digital Extinction] ([ GitHub] [ de-github ] , [ Discord] [ de-discord ] ,
140
+ [ Reddit] [ de-reddit ] ) by [ @Indy2222 ] is a 3D real-time strategy game made with
141
+ [ Bevy] .
142
+
143
+ The most notable updates are:
144
+
145
+ - nightly versions are automatically built and published on
146
+ [ de-game.org] [ de-web ] and elsewhere,
147
+ - significant progress has been made on multiplayer and networking,
148
+ - animated arrows on terrain are displayed for selected factories, indicating
149
+ the path from the units' spawn points to their delivery locations,
150
+ - semi-transparent square markers are drawn on the terrain around selected
151
+ buildings,
152
+ - health bars are briefly displayed above units and buildings when they take
153
+ damage or their health changes,
154
+ - the implementation and design of the “Energy” have started to take shape,
155
+ - the head-up display (HUD) shows the total battery charge and the number of
156
+ selected units and buildings,
157
+ - the main theme song plays in a loop, volume of the music can be configured,
158
+ - the aspect ratio of the minimap matches that of the game map,
159
+ - the option to invert camera zooming has been added to the configuration,
160
+ - the [ documentation] [ de-docs ] has been converted to mdBook.
161
+
162
+ See [ gameplay] [ de-video ] screen recordings on YouTube.
163
+
164
+ More detailed July update is available [ here] [ de-update-09 ] .
165
+
166
+ [ Digital Extinction ] : https://de-game.org
167
+ [ de-github ] : https://github.com/DigitalExtinction/Game
168
+ [ de-discord ] : https://discord.gg/vHMFuCWGSX
169
+ [ de-reddit ] : https://reddit.com/r/DigitalExtinction
170
+ [ @Indy2222 ] : https://github.com/Indy2222
171
+ [ Bevy ] : https://bevyengine.org
172
+ [ de-web ] : https://de-game.org/
173
+ [ de-docs ] : https://docs.de-game.org/
174
+ [ de-video ] : https://youtu.be/aRk65kyIEes
175
+ [ de-update-09 ] : https://mgn.cz/blog/de09/
176
+
70
177
## Engine Updates
71
178
179
+ ### [ macroquad]
180
+
181
+ ![ macroquad] ( macroquad_0_4.gif )
182
+ _ Macroquad examples rendered by Metal API_
183
+
184
+ Macroquad got ported to miniquad-0.4, supporting Metal on Mac and IOS.
185
+
186
+ On the surface all the macroquad API stayed exactly the same, but with
187
+ ` use macroquad::miniquad::* ` being such a breaking change - major version
188
+ number was bumped. Major version bump made possible to fix a few
189
+ long-lasting issues, check the [ full changelog] [ macroquad_changelog ]
190
+ for all the changes.
191
+
192
+ [ macroquad_changelog ] : https://macroquad.rs/articles/macroquad-0-4/
193
+
72
194
## Learning Material Updates
73
195
196
+ ### Bevy Rendering Demystified
197
+
198
+ ![ Bevy Rendering Demystified Thumbnail] ( bevy-rendering-demystified.png )
199
+
200
+ [ @logicprojects ] published a [ video] [ Bevy Rendering Demystified ] covering the
201
+ details of Bevy's rendering systems. Specifically, he covered the engine's
202
+ internal implementation of UI Rendering to show how data flows from the ECS
203
+ world down to the final wgpu draw calls.
204
+
205
+ [ @logicprojects ] : https://www.youtube.com/@logicprojects
206
+
207
+ [ Bevy Rendering Demystified ] : https://youtu.be/5oKEPZ6LbNE
208
+
74
209
## Tooling Updates
75
210
211
+ ### [ Rerun] [ rerun ]
212
+
213
+ [ Rerun] [ rerun ] ([ Discord] [ rerun-dis ] , [ Github] [ rerun-gh ] ) is an open-source SDK
214
+ for logging complex visual data paired with a visualizer for exploring that data
215
+ over time. While its primary focus is on robotics and computer vision, it can be
216
+ useful for all kinds of rapid prototyping & algorithm development.
217
+
218
+ [ v0.7.0] [ rerun-v0-7-0 ] is out now, but it turned out a little bit smaller:
219
+
220
+ A few of the biggest highlights:
221
+
222
+ - Much more powerful transformation logging
223
+ - any affine transforms works now!
224
+ - supports many more formats and shows them in the viewer as-is
225
+ - Better color mapping range detection for images and tensors
226
+ - Add support for motion JPEG via the new jpeg_quality parameter to log_image
227
+ - Many small improvements to samples & documentation
228
+
229
+ There's a growing community on [ Discord] [ rerun-dis ] waiting for you to join in
230
+ case you have any questions, comments or just want to follow the latest
231
+ development. The [ Github project] [ rerun-gh ] is MIT/Apache licensed and open to
232
+ contribute for everyone, be it with suggestions, bugs or PRs.
233
+
234
+ [ rerun ] : https://rerun.io
235
+ [ rerun-dis ] : https://discord.gg/npTFxYR9
236
+ [ rerun-gh ] : https://github.com/rerun-io/rerun
237
+ [ rerun-v0-7-0 ] : https://github.com/rerun-io/rerun/releases/tag/v0.7.0
238
+
76
239
## Library Updates
77
240
78
241
### [ Boytacean] ( https://github.com/joamag/boytacean/ )
@@ -90,11 +253,41 @@ Major features include:
90
253
- Game Boy Printer emulation.
91
254
- and many others...
92
255
93
- Addition information at:
256
+ [ Website ] : https://github.com/leod/posh
257
+ [ joamag/boytacean ] : https://github.com/joamag/boytacean/
258
+ [ @joamag ] : https://github.com/joamag
259
+
260
+ ### [ posh]
261
+
262
+ ![ Example code written with posh, simplified from the hello triangle
263
+ example] ( posh.jpg )
264
+
265
+ [ ` posh ` ] [ posh ] is a crate that seamlessly integrates a graphics library with an
266
+ embedded functional shading language. It is a proof of concept that aims to
267
+ demonstrate that graphics programming can be both type-safe and ergonomic.
268
+
269
+ With ` posh ` , shaders are written in plain Rust (with some caveats). Procedural
270
+ macros are only required for defining custom vertex and uniform types.
271
+
272
+ The core component of ` posh ` is the ` Program<U, V, F> ` type, which acts as a
273
+ bridge between the shading language and the graphics library. This type
274
+ represents a compiled shader and serves as the entry point for draw calls. By
275
+ explicitly carrying the types ` U ` (uniform interface), ` V ` (vertex shader
276
+ interface), and ` F ` (fragment shader interface), ` posh ` enables static
277
+ verification, ensuring that the data provided in draw calls matches the shader's
278
+ signature.
279
+
280
+ For simplicity, ` posh ` currently targets OpenGL ES 3.0. Although it is an
281
+ experimental project, its authors hope to inspire the community to further
282
+ explore how static typing can elegantly bridge the gap between host code and
283
+ shader code.
284
+
285
+ For more details, check out the [ examples] [ posh-examples ] or the authors' [ blog
286
+ post] [ posh-blog ] .
94
287
95
- - [ Website ] ( https://boytacean.joao.me )
96
- - [ joamag/boytacean ] ( https://github.com/joamag/boytacean/ )
97
- - [ @ joamag ] ( https://github.com/joamag )
288
+ [ posh ] : https://github.com/leod/posh
289
+ [ posh-examples ] : https://github.com/leod/posh/tree/main/examples
290
+ [ posh-blog ] : https://leod. github.io/rust/gamedev/posh/2023/06/04/posh.html
98
291
99
292
## Popular Workgroup Issues in Github
100
293
0 commit comments