๐งฌ Bevy Replicon 0.30.0 is out!
It's a networking crate for the Bevy game engine.
Kinda our 30th anniversary ๐ This release introduces remote triggers. The API is similar to our networked events.
We now also provide an example backend and examples that directly from the bevy_replicon repo.
The examples have also been re-written to take advantage of the latest Bevy and Replicon features.
๐ https://github.com/projectharmonia/bevy_replicon/blob/master/CHANGELOG.md
๐ฆ https://crates.io/crates/bevy_replicon
[#]bevy #projectharmonia
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Refined the bindings menu for my game and ported it into a standalone example for bevy_enhanced_input.
@alice_i_cecile and I quite like the main concepts of the crate, and weโre planning to refine it further to create the ultimate input manager ๐
[#]bevy #projectharmonia
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๐ฎ Bevy Enhanced Input 0.7.0 is out!
It's a crate for dynamic and contextual input mappings for Bevy, inspired by Unreal Engine Enhanced Input.
Actions now have a parameter that requires inputs to reset to zero before activation and continue consumption after context removal until they return to zero. This is very useful if you want to use the same input to toggle between contexts.
See the changelog for more details.
๐ https://github.com/projectharmonia/bevy_enhanced_input/blob/master/CHANGELOG.md
๐ฆ https://crates.io/crates/bevy_enhanced_input
[#]bevy #projectharmonia
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๐ฎ Bevy Enhanced Input 0.6.0 is out!
It's a crate for dynamic and contextual input mappings for Bevy, inspired by Unreal Engine Enhanced Input.
It's a small release. I'm quite happy with the API, just wanted to make a few adjustments. Most notably, the smooth modifier now based on StableInterpolate::smooth_nudge from Bevy 0.15 for proper interpolation across frames!
See the changelog for more details.
๐ https://github.com/projectharmonia/bevy_enhanced_input/blob/master/CHANGELOG.md
๐ฆ https://crates.io/crates/bevy_enhanced_input
[#]bevy #projectharmonia
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Here is how the unglue process looks like: https://youtu.be/vVkLUpKZdiY?feature=shared&t=420
The video is for RP5, but the approach is the same for the Mini.
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Modded my RP Mini with PlayStation buttons.
I used buttons for the Odin 2 Mini from SakuraRetroModding on Etsy. They fit without any modifications, except that the original buttons are glued to the membrane. Thankfully, it's easy to unglue them by cutting through the glue with nails.
The new buttons are quieter, have a lower profile, and feel similar to an Xbox controller overall. I'm really happy with the mod!
[#]rpmini #retrohandhelds #retrogaming
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Played with the lighting setup.
Switched from ACES to TonyMcMapface (Bevy's default). While ACES is very common, it forces a very specific aesthetic and makes everything look burned. TonyMcMapface is "boring", but it's good because it provides more control over the aesthetic.
I also tweaked the lighting color, adjusted the environment map intensity, and disabled bloom.
Here is the before and after.
[#]projectharmonia #bevy #gamedev
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Over the last two weeks, I worked on walls.
I needed precise placement for apartment building.
I need a dashed gizmo style to make it look nicer. I opened an issue and it was implemented in less than 24 hours.
Bevy development velocity is ๐คฏ
#bevy #gamedev #projectharmonia
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Finished adding undo/redo functionality for all game actions.
All logic is also networked using bevy_replicon ๐
Next, Iโm planning to work on house-building to create cities. I planning to implement apartment buildings first.
If you know any games where you can build apartments - let me know. Looking at prior art always helps!
[#]bevy #gamedev #projectharmonia
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Running my game on Retroid Pocket Mini
When I migrated to bevy_enhanced_input, I added gamepad support and thought it'd be fun to try it on this device.
It runs Android, but making it work was surprisingly easy - just a few tweaks.
Unfortunately, GilRs doesnโt support Android ๐ข So, for now, I can only use touch controls, which Iโll properly support later.
Not very useful at this stage, but tinkering with stuff like this keeps me motivated for bigger tasks.
[#]bevy #projectharmonia
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๐ฎ Bevy Enhanced Input 0.5.0 is out!
It's a crate for dynamic and contextual input mappings for Bevy, inspired by Unreal Engine Enhanced Input.
Working on my game right now and making adjustments to the API along the way.
This release allows attaching modifiers and conditions to sets and improves the ergonomics of the Negate modifier.
:git: https://github.com/projectharmonia/bevy_enhanced_input
๐ฆ https://crates.io/crates/bevy_enhanced_input
[#]bevy #projectharmonia
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๐งฌ Bevy Replicon 0.29.0 is out!
It's a networking crate for the Bevy game engine.
This release, I focused on improving the API for possible rollback crates. Currently, there is only one crate in development by other developer that implements a Rocket League rollback style.
I also improved the serialization. Replication messages are now more compact thanks to variable integer encoding, while still using a single buffer for performance.
๐ฆhttps://crates.io/crates/bevy_replicon
[#]bevy #projectharmonia
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๐ฎ Bevy Enhanced Input 0.3.0 and 0.4.0 are out!
It's a crate for dynamic and contextual input mappings for Bevy, inspired by Unreal Engine Enhanced Input.
Highlights:
Two releases to simplify the upgrade:
๐ฆ https://crates.io/crates/bevy_enhanced_input
[#]bevy #projectharmonia
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I've been working on bevy_replicon for the last two weeks.
Originally, I planned to make a small change to include the number of updates in the message (needed for prediction) but ended up completely reworking the serialization ๐ Typical me.
This change improves message packaging. For example, in our statistics test, we use only 16 bytes for a test message instead of 33!
https://github.com/projectharmonia/bevy_replicon/pull/352
Okay, it's time to go back to the original change I wanted to make ๐
[#]bevy #projectharmonia
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๐ฎ Bevy Enhanced Input 0.2.0 is out!
It's a crate for dynamic and contextual input mappings for Bevy, inspired by Unreal Engine Enhanced Input.
While porting my game, I made many improvements. Actually using the crate gave me a better perspective ๐
Here's a quick showcase from my game. Smooth movement now automatically done by built-in LerpDelta modifier.
Also notice how pressing Esc cancels object spawning first due to the context priority.
๐ฆ https://crates.io/crates/bevy_enhanced_input
[#]bevy #projectharmonia
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Crow Translate 3.1.0 is out!
It's an app for translating and speaking text using Mozhi.
Together with @volkmilit, we've added automatic selection for the fastest instance and fixed some bugs.
My next plan is to port it to Qt6. I try to get to it during my winter vacation. I'm just currently focused on a FOSS life simulation game.
If anyone wants to help with the migration, PRs are welcome!
Works both on desktops and mobile Linux.
https://apps.kde.org/crowtranslate/
[#]kde #mobilelinux
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