10000 Merge branch 'source' into patch-2 · joamag/rust-gamedev.github.io@e87c903 · GitHub
[go: up one dir, main page]

Skip to content

Commit e87c903

Browse files
authored
Merge branch 'source' into patch-2
2 parents 57b1894 + ec479b2 commit e87c903

File tree

7 files changed

+198
-5
lines changed

7 files changed

+198
-5
lines changed
Loading
85.9 KB
Loading

content/news/047/flesh.gif

1.68 MB
Loading

content/news/047/index.md

Lines changed: 198 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -35,8 +35,8 @@ Feel free to send PRs about your own projects!
3535
- [Learning Material Updates](#learning-material-updates)
3636
- [Tooling Updates](#tooling-updates)
3737
- [Library Updates](#library-updates)
38-
- [Other News](#other-news)
3938
- [Popular Workgroup Issues in Github](#popular-workgroup-issues-in-github)
39+
- [Other News](#other-news)
4040
- [Discussions](#discussions)
4141
- [Requests for Contribution](#requests-for-contribution)
4242
- [Jobs](#jobs)
@@ -67,12 +67,175 @@ If needed, a section can be split into subsections with a "------" delimiter.
6767

6868
## Game Updates
6969

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+
70177
## Engine Updates
71178

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+
72194
## Learning Material Updates
73195

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+
74209
## Tooling Updates
75210

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+
76239
## Library Updates
77240

78241
### [Boytacean](https://github.com/joamag/boytacean/)
@@ -90,11 +253,41 @@ Major features include:
90253
- Game Boy Printer emulation.
91254
- and many others...
92255

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].
94287

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
98291

99292
## Popular Workgroup Issues in Github
100293

content/news/047/macroquad_0_4.gif

2.11 MB
Loading

content/news/047/posh.jpg

114 KB
Loading

content/news/047/spacefrontiers.png

223 KB
Loading

0 commit comments

Comments
 (0)
0