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    N14: Release (rust-gamedev#313)
    * N14: No job, no bonus * N14: Garden and galangua * N14: Zemeroth * N14: WG issues * N14: Fixes * N14: Release! * N14: Mimas fix fix * N14: review fixes * N14: more typos
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    content/posts/newsletter-014/index.md

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    title = "This Month in Rust GameDev #14 - September 2020"
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    date = 2020-10-05
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    date = 2020-10-07
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    transparent = true
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    draft = true
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    Welcome to the 14th issue of the Rust GameDev Workgroup's
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    - [Library & Tooling Updates](#library-tooling-updates)
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    - [Popular Workgroup Issues in Github](#popular-workgroup-issues-in-github)
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    - [Requests for Contribution](#requests-for-contr 8000 ibution)
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    - [Jobs](#jobs)
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    - [Bonus](#bonus)
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    <!--
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    Ideal section structure is:
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    In October, Veloren will keep pushing towards more scalable infrastructure.
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    Tests are happening to move towards a Kubernetes cluster to manage more
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    infrascture from code. Optimizations will keep coming in as we find places to
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    improve. 0.8 may release sometime this month, however the exact date is yet to
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    infrastructure from code. Optimizations will keep coming in as we find places to
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    improve. 0.8 may release sometime this month, however, the exact date is yet to
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    be set.
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    [veloren]: https://veloren.net
    @@ -128,7 +125,7 @@ Some of this month's updates:
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    - isometric buildings and support for textures by [Michael][mkirk];
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    - a flurry of major UI updates, thanks to the return of the project's UX
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    designer;
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    - an option to disable parking simulation, to workaround missing data.
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    - an option to disable parking simulation, to workaround missing data;
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    - alleyways imported from OSM;
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    - more realistic traffic signal timing constraints, thanks to
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    [Sam][NoSuchThingAsRandom], a new contributor.
    @@ -137,6 +134,35 @@ Some of this month's updates:
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    [mkirk]: https://github.com/michaelkirk
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    [NoSuchThingAsRandom]: https://github.com/NoSuchThingAsRandom/
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    ### [Garden][garden]
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    ![screenshot: trees and water](garden.jpeg)
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    [Garden][garden] is an upcoming game centered around growing realistic plants.
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    Some of the updates from [the September devlog][garden-devlog]:
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    - The project switched to Nvidia’s PhysX from a custom physics engine.
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    - More accurate plant clone placement.
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    - Significant rendering performance improvements.
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    - Work on saving and loading system has begun.
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    [garden]: https://epcc.itch.io/garden
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    [garden-devlog]: https://cyberplant.xyz/posts/september/
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    ### [galangua]
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    ![screenshot](galangua.png)
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    [galangua] by [@tyfkda] is a dynamic 2D shoot 'em up game,
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    written in Rust using SDL2.
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    It works on the desktop as well as in the browser.
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    [The source code is available here.][tetris-bane-src]
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    [galangua]: https://tyfkda.github.io/galangua/
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    [galangua-src]: https://github.com/tyfkda/galangua
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    [@tyfkda]: https://twitter.com/tyfkda
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    140166
    ### [Way of Rhea]
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    [![Way of Rhea logo](way-of-rhea-header.jpg)][Way of Rhea]
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    and the puzzles are better tutorialized, and there are more of them.
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    - A tiny amount of screen shake was added to the game.
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    - Work has begun on a couple of new levels for the ice biome
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    - In this biome, you have to learn to predict the behavior of the
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    crabs to solve the puzzles
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    In this biome, you have to learn to predict the behavior of the
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    crabs to solve the puzzles.
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    ![Ice Biome](way-of-rhea-ice-biome-snowcrab.png)
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    ![Ice Biome](way-of-rhea-ice-biome-snowcrab.png)
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    Follow [@AnthropicSt] or [@masonremaley] on Twitter or
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    [sign up for the mailing list][anthropic-newsletter] for updates.
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    ![Mimas screenshot](mimas.png)
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    [Mimas] is a WIP voxel engine and game, inspired by Minetest and Minecraft.
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    It's been in development since almost 2 years, and has recently seen a public
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    It's been in development for almost 2 years and has recently seen a public
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    prototype release 0.4.0.
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    Several of the features that have already been implemented as of Oct 1st:
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    Several of the urrent features:
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    - Procedural map generation with hilly landscape, trees, flowers, water and caves
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    - Procedural map generation with hilly landscape, trees, flowers, water, and caves
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    - Map manipulation (removal/addition of blocks)
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    - Crafting
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    - Chests
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    - Unification of I/O means.
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    - Making things ready for publication.
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    Main features of reported version are:
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    Main features of the reported version are:
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    - Ability to generate one or many worlds from customizable presets.
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    - Ability to have output in both raw (b/w .png) and colorized images.
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    - Generated data is as follows: terrain, watermask, biomes, rivers, geological regions,
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    rainfall and temperature.
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    rainfall, and temperature.
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    For main feature reports and dev blogs follow [@pGLOWrpg] on Twitter.
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    of a platforming game which take inspiration
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    from an old iOS game created back in 2014. The game is running with [Bevy][bevy]
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    as its core. The gameplay isn't there yet, but you as a player need to jump on
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    furnitures, collect coins and fight lava/fire based enemies with your water gun.
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    furnitures, collect coins, and fight lava/fire based enemies with your water gun.
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    [@captainfleppo]: https://twitter.com/captainfleppo
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    [bevy]: https://bevyengine.org
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    ### [Zemeroth][zemeroth]
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    ![Summoner imps throw a swordsman around](zemeroth_chain.gif)
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    _Be careful with chained reaction attacks!_
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    [Zemeroth][zemeroth] by [@ozkriff] is a minimalistic 2D turn-based tactical game.
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    Some of the recent updates:
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    - The game now [stores simulated text lifetimes][zemeroth-text] for each tile
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    during the event processing to reduce popup text overlapping.
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    - Push bombs are more useful now: they still don't cause direct damage,
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    but [now they can push away other bombs too][zemeroth-bombs].
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    - [All the assets sources are merged into the main repository][zemeroth-assets]
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    and the project now uses [resvg] instead of console Inkscape
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    for svg->png rendering.
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    - Abilities [don't have parameters now][zemeroth-abilities].
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    - Dynamic depth-sorting [was implemented][zemeroth-zsort].
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    - The work on adding sounds continues:
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    check out the [video of the first results][zemeroth-audio] 🔊.
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    - Smaller UI improvements and bugfixes.
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    [zemeroth]: https://github.com/ozkriff/zemeroth
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    [@ozkriff]: https://twitter.com/ozkriff
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    [zemeroth-bombs]: https://twitter.com/ozkriff/status/1304458740758970368
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    [zemeroth-abilities]: https://twitter.com/ozkriff/status/1300817277714075648
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    [zemeroth-assets]: https://twitter.com/ozkriff/status/1297239743269412864
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    [zemeroth-zsort]: https://twitter.com/ozkriff/status/1310603877507620865
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    [zemeroth-text]: https://twitter.com/ozkriff/status/1306651821314891776
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    [zemeroth-audio]: https://twitter.com/ozkriff/status/1303736184045174785
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    [resvg]: https://lib.rs/resvg
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    ### [Akigi][akigi]
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    [Akigi][akigi] is a WIP online multiplayer game.
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    [@fasterthanlime] published a giant blog post
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    ["So you want to live-reload Rust"][fasterthanlime-post]
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    \- a very deep techincal dive into reloading a dylib
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    \- a very deep technical dive into reloading a dylib
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    and a bunch of related issues.
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    Lots of interesting insights for folks who want
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    to better understand nuances of hot reloading.
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    ### [Learn WGPU][learn-wgpu]
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    This month [@sothr] released another chapter
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    of the ["Learn WGPU"][learn-wgpu] tutoral:
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    of the ["Learn WGPU"][learn-wgpu] tutorial:
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    ["Threading WGPU Resource Loading with Rayon"][learn-wgpu-threading].
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    Also, the whole tutorial [was upgraded to WGPU v0.6][learn-wgpu-upgrade].
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    [learn-wgpu-threading]: https://sotrh.github.io/learn-wgpu/intermediate/tutorial13-threading
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    [learn-wgpu-upgrade]: https://sotrh.github.io/learn-wgpu/news/#_0-6
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    ### [Is it easy to draw a line?][Lines]
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    ### [Is It Easy to Draw a Line?][Lines]
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    ![hexagonal strategy map with region borders](lines_hexstrat.jpeg)
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    _Example of result chains._
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    A small note by [@VladZhukov0] about drawing lines and chains
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    with signed distance fields.
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    The resulted lines are nice looking on edges and have rounded corners.
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    Chains for this article assumed to be opaque.
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    Chains for this article are assumed to be opaque.
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    Check out the [online demo](https://pum-purum-pum-pum.github.io/lines/)
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    and its [source code](https://github.com/pum-purum-pum-pum/Lines).
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    [audir] is a low level audio library supporting Windows (WASAPI), Linux (Pulse)
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    It aims at provide a minimal and mostly unsafe but feature-rich API on top of
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    It aims at providing a minimal and mostly unsafe but feature-rich API on top of
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    common audio backends with focus on gaming applications. The initial release
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    version 0.1.0 provides basic recording and playback support for all available
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    backends, including a small music player example!
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    [gfx-portability] is a Vulkan portability implementation based on [gfx-rs].
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    It's basically a drop-in implementation of Vulkan on top of Metal and D3D12,
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    useful on platforms that don't have native Vulkan support, or buggy drivers.
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    useful on platforms that don't have native Vulkan support, or have buggy drivers.
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    It released version [0.8.1](https://github.com/gfx-rs/portability/releases/tag/0.8.1)
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    with official support for the new [KHR portability extension][khr-portability],
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    renderer.
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    The [docs][riddle-docs] contain runnable examples for most methods and types.
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    The goal is to provide a stable foundation, resillient to developments in the Rust
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    The goal is to provide a stable foundation, resilient to developments in the Rust
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    gamedev ecosystem, on which games, custom engines, and other media applications can
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    - Improved [documentation][macroquad-doc] on docs.rs.
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    - Screen reading shaders and a [tutorial about them][article-screen-reading].
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    - Updated "shadertoy" - small interactive glsl playground - example.
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    - Updated "shadertoy" - small interactive GLSL playground - example.
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    Check out the [web demo][shadertoy-web] and its [source code][shadertoy-src].
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    [![shadertoy](shadertoy.gif)][shadertoy-web]
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    [miniquad]: https://github.com/not-fl3/miniquad
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    [article-screen-reading]: https://not-fl3.github.io/platformer-book/screen-reading.html
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    [shadertoy-web]: https://not-fl3.github.io/miniquad-samples/shadertoy.html
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    [shadertoy-src]: https://not-fl3.github.io/miniquad-samples/shadertoy.html
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    [shadertoy-src]: https://github.com/not-fl3/macroquad/blob/master/examples/shadertoy.rs
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    [macroquad-doc]: https://docs.rs/macroquad/0.3.0-alpha.0/macroquad/index.html
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    [@fedor_games]: https://twitter.com/fedor_games
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    [@not-fl3]: https://github.com/not-fl3
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    [![a scene with lightning and a hi-poly character model](rg3d.jpg)][rg3d_twitter]
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    _Click to watch a [video demo of one of the new examples][rg3d_twit]._
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    [rg3d] by is a game engine that aims to be easy to use and provide large set
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    [rg3d] is a game engine that aims to be easy to use and provide large set
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    - Render to texture - it is possible to render scenes into textures.
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    ## Popular Workgroup Issues in Github
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    - [rust-gamedev/wg](https://github.com/rust-gamedev/wg):
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    - [#21 "Planning a survey for Rust game developers"](https://github.com/rust-gamedev/wg/issues/21);
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    - [#93 "Consider creating a game math library benchmark for the working group"](https://github.com/rust-gamedev/wg/issues/93);
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    - [rust-gamedev/ecs_bench_suite](https://github.com/rust-gamedev/ecs_bench_suite):
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    - [#13 "How results will be updated?"](https://github.com/rust-gamedev/ecs_bench_suite/issues/13);
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    ## Requests for Contribution
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    <!-- Links to "good first issue"-labels or direct links to specific tasks -->
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    [simm-issues]: https://github.com/mkhan45/SIMple-Mechanics/labels/good%20first%20issue
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    [bevy-issues]: https://github.com/bevyengine/bevy/labels/good%20first%20issue
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    ## Jobs
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    <!-- An optional section for new jobs related to Rust gamedev -->
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    ## Bonus
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    <!-- Bonus section to make the newsletter more interesting
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    and highlight events from the past. -->
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    ------
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    That's all news for today, thanks for reading!
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