@@ -35,8 +35,8 @@ Feel free to send PRs about your own projects!
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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 )
@@ -67,6 +67,113 @@ If needed, a section can be split into subsections with a "------" delimiter.
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## Game Updates
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+ ### [ Flesh]
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+
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+ ![ flesh preview] ( flesh.gif )
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+ _ Intro_
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+
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+ [ Flesh] by [ @im_oab] is a 2D-horizontal shmup game with hand-drawn animation,
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+ an organic/fleshy theme and a unique story. It is implemented using [ Tetra] .
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+ The game's development has finished and will be released soon. The last update
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+ before release includes:
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+
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+ - Intro/Ending/End credits animation.
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+ - Add a variant version of Conway's Game of Life as background.
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+ - Improve effect in the gameplay with distortion shaders.
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+ - Update the demo build with improved graphics and performance.
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+
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+ [ Flesh ] : https://store.steampowered.com/app/1660850/Flesh/
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+ [ @im_oab ] : https://twitter.com/im_oab
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+ [ Tetra ] : https://github.com/17cupsofcoffee/tetra
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+
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+ ### [ Space Frontiers]
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+
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+ ![ In-game screenshot of a real-time render of a modular gridmap-based spaceship interior] ( spacefrontiers.png )
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+ _ Render achieved with dynamic point lights._
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+
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+ [ Space Frontiers] ([ GitHub] , [ Discord] , [ Twitter] , [ Reddit] , [ Steam Group] )
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+ by [ Starwolves] is an online moddable sci-fi action RPG community game
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+ simulating space (and spaceships) in 3D.
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+
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+ By the end of last year the client was made with Godot. Shortly after that the
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+ decision was made to replace the Godot project with a [ Bevy Engine] client.
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+
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+ Rust and Bevy are now used for both server and client.
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+ There are a lot of advantages such as sharing libraries and neat code replication,
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+ reducing code overhead.
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+ In-fact both the server and client are now developed in [ the same virtual workspace] .
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+
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+ The client includes a new camera perspective from top-down isometric to 1st person.
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+ A new 3D dynamic gridmap framework has been successfully implemented in ECS.
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+ The prototype includes an in-game map editing tool with the ability to export to
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+ file.
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+ Inspired by the videogame "System Shock".
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+ There is a recently uploaded [ showcase video] .
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+
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+ The project is commercial, [ open-source] and has a proprietary license.
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+ There is a milestone for a license change to free open-source.
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+
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+ [ Starwolves.io Bulletin Board] was launched half a year ago.
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+ There are 25~ registrants left that can receive a permanent unique forum group/title.
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+
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+ _ Discussions: [ StarWolves.io Bulletin Board] _
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+
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+ [ Starwolves.io Bulletin Board ] : https://starwolves.io
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+ [ Starwolves ] : https://starwolves.io
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+ [ Bevy Engine ] : https://bevyengine.org/
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+ [ Space Frontiers ] : https://github.com/starwolves/space
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+ [ GitHub ] : https://github.com/starwolves/space
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+ [ open-source ] : https://github.com/starwolves/space
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+ [ the same virtual workspace ] : https://github.com/starwolves/space
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+ [ Steam Group ] : https://steamcommunity.com/groups/starwolvescommunity
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+ [ Discord ] : https://discord.gg/yYpMun9CTT
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+ [ Twitter ] : https://twitter.com/starwolvesstar
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+ [ Reddit ] : https://reddit.com/u/StarwolvesStar
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+ [ showcase video ] : https://youtu.be/Qr_in7tUxAM
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+
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+ ### Digital Extinction
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+
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+ ![ Building Placement in Digital Extinction] ( digital-extinction.jpeg )
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+ _ Building Placement in Digital Extinction_
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+
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+ [ Digital Extinction] ([ GitHub] [ de-github ] , [ Discord] [ de-discord ] ,
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+ [ Reddit] [ de-reddit ] ) by [ @Indy2222 ] is a 3D real-time strategy game made with
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+ [ Bevy] .
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+
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+ The most notable updates are:
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+
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+ - nightly versions are automatically built and published on
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+ [ de-game.org] [ de-web ] and elsewhere,
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+ - significant progress has been made on multiplayer and networking,
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+ - animated arrows on terrain are displayed for selected factories, indicating
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+ the path from the units' spawn points to their delivery locations,
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+ - semi-transparent square markers are drawn on the terrain around selected
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+ buildings,
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+ - health bars are briefly displayed above units and buildings when they take
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+ damage or their health changes,
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+ - the implementation and design of the “Energy” have started to take shape,
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+ - the head-up display (HUD) shows the total battery charge and the number of
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+ selected units and buildings,
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+ - the main theme song plays in a loop, volume of the music can be configured,
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+ - the aspect ratio of the minimap matches that of the game map,
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+ - the option to invert camera zooming has been added to the configuration,
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+ - the [ documentation] [ de-docs ] has been converted to mdBook.
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+
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+ See [ gameplay] [ de-video ] screen recordings on YouTube.
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+
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+ More detailed July update is available [ here] [ de-update-09 ] .
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+
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+ [ Digital Extinction ] : https://de-game.org
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+ [ de-github ] : https://github.com/DigitalExtinction/Game
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+ [ de-discord ] : https://discord.gg/vHMFuCWGSX
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+ [ de-reddit ] : https://reddit.com/r/DigitalExtinction
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+ [ @Indy2222 ] : https://github.com/Indy2222
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+ [ Bevy ] : https://bevyengine.org
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+ [ de-web ] : https://de-game.org/
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+ [ de-docs ] : https://docs.de-game.org/
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+ [ de-video ] : https://youtu.be/aRk65kyIEes
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+ [ de-update-09 ] : https://mgn.cz/blog/de09/
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+
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### Tribes
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![ Tribes preview] ( tribes.jpg )
@@ -87,12 +194,100 @@ _Discussions:
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## Engine Updates
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+ ### [ macroquad]
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+
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+ ![ macroquad] ( macroquad_0_4.gif )
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+ _ Macroquad examples rendered by Metal API_
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+
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+ Macroquad got ported to miniquad-0.4, supporting Metal on Mac and IOS.
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+
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+ On the surface all the macroquad API stayed exactly the same, but with
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+ ` use macroquad::miniquad::* ` being such a breaking change - major version
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+ number was bumped. Major version bump made possible to fix a few
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+ long-lasting issues, check the [ full changelog] [ macroquad_changelog ]
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+ for all the changes.
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+
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+ [ macroquad_changelog ] : https://macroquad.rs/articles/macroquad-0-4/
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+
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## Learning Material Updates
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+ ### Bevy Rendering Demystified
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+
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+ ![ Bevy Rendering Demystified Thumbnail] ( bevy-rendering-demystified.png )
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+
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+ [ @logicprojects ] published a [ video] [ Bevy Rendering Demystified ] covering the
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+ details of Bevy's rendering systems. Specifically, he covered the engine's
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+ internal implementation of UI Rendering to show how data flows from the ECS
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+ world down to the final wgpu draw calls.
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+
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+ [ @logicprojects ] : https://www.youtube.com/@logicprojects
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+
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+ [ Bevy Rendering Demystified ] : https://youtu.be/5oKEPZ6LbNE
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+
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## Tooling Updates
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+ ### [ Rerun] [ rerun ]
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+
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+ [ Rerun] [ rerun ] ([ Discord] [ rerun-dis ] , [ Github] [ rerun-gh ] ) is an open-source SDK
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+ for logging complex visual data paired with a visualizer for exploring that data
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+ over time. While its primary focus is on robotics and computer vision, it can be
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+ useful for all kinds of rapid prototyping & algorithm development.
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+
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+ [ v0.7.0] [ rerun-v0-7-0 ] is out now, but it turned out a little bit smaller:
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+
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+ A few of the biggest highlights:
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+
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+ - Much more powerful transformation logging
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+ - any affine transforms works now!
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+ - supports many more formats and shows them in the viewer as-is
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+ - Better color mapping range detection for images and tensors
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+ - Add support for motion JPEG via the new jpeg_quality parameter to log_image
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+ - Many small improvements to samples & documentation
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+
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+ There's a growing community on [ Discord] [ rerun-dis ] waiting for you to join in
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+ case you have any questions, comments or just want to follow the latest
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+ development. The [ Github project] [ rerun-gh ] is MIT/Apache licensed and open to
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+ contribute for everyone, be it with suggestions, bugs or PRs.
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+
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+ [ rerun ] : https://rerun.io
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+ [ rerun-dis ] : https://discord.gg/npTFxYR9
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+ [ rerun-gh ] : https://github.com/rerun-io/rerun
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+ [ rerun-v0-7-0 ] : https://github.com/rerun-io/rerun/releases/tag/v0.7.0
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+
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## Library Updates
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+ ### [ posh]
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+
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+ ![ Example code written with posh, simplified from the hello triangle
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+ example] ( posh.jpg )
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+
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+ [ ` posh ` ] [ posh ] is a crate that seamlessly integrates a graphics library with an
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+ embedded functional shading language. It is a proof of concept that aims to
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+ demonstrate that graphics programming can be both type-safe and ergonomic.
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+
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+ With ` posh ` , shaders are written in plain Rust (with some caveats). Procedural
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+ macros are only required for defining custom vertex and uniform types.
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+
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+ The core component of ` posh ` is the ` Program<U, V, F> ` type, which acts as a
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+ bridge between the shading language and the graphics library. This type
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+ represents a compiled shader and serves as the entry point for draw calls. By
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+ explicitly carrying the types ` U ` (uniform interface), ` V ` (vertex shader
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+ interface), and ` F ` (fragment shader interface), ` posh ` enables static
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+ verification, ensuring that the data provided in draw calls matches the shader's
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+ signature.
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+
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+ For simplicity, ` posh ` currently targets OpenGL ES 3.0. Although it is an
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+ experimental project, its authors hope to inspire the community to further
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+ explore how static typing can elegantly bridge the gap between host code and
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+ shader code.
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+
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+ For more details, check out the [ examples] [ posh-examples ] or the authors' [ blog
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+ post] [ posh-blog ] .
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+
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+ [ posh ] : https://github.com/leod/posh
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+ [ posh-examples ] : https://github.com/leod/posh/tree/main/examples
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+ [ posh-blog ] : https://leod.github.io/rust/gamedev/posh/2023/06/04/posh.html
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+
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## Popular Workgroup Issues in Github
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<!-- Up to 10 links to interesting issues -->
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