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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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### [Flesh]
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![flesh preview](flesh.gif)
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_Intro_
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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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- 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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[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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### [Space Frontiers]
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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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[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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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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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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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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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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[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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_Discussions: [StarWolves.io Bulletin Board]_
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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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### Digital Extinction
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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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[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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The most notable updates are:
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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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See [gameplay][de-video] screen recordings on YouTube.
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More detailed July update is available [here][de-update-09].
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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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### Tribes
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![Tribes preview](tribes.jpg)
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## Engine Updates
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### [macroquad]
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![macroquad](macroquad_0_4.gif)
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_Macroquad examples rendered by Metal API_
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Macroquad got ported to miniquad-0.4, supporting Metal on Mac and IOS.
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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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[macroquad_changelog]: https://macroquad.rs/articles/macroquad-0-4/
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## Learning Material Updates
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### Bevy Rendering Demystified
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![Bevy Rendering Demystified Thumbnail](bevy-rendering-demystified.png)
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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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[@logicprojects]: https://www.youtube.com/@logicprojects
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[Bevy Rendering Demystified]: https://youtu.be/5oKEPZ6LbNE
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### [Rerun][rerun]
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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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[v0.7.0][rerun-v0-7-0] is out now, but it turned out a little bit smaller:
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A few of the biggest highlights:
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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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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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[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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## Library Updates
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### [posh]
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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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[`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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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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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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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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For more details, check out the [examples][posh-examples] or the authors' [blog
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post][posh-blog].
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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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## Popular Workgroup Issues in Github
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<!-- Up to 10 links to interesting issues -->

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