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content/news/022/index.md

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@@ -123,12 +123,92 @@ multiple turn lanes, U-turns, and stop signs much better.
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[A/B Street]: https://github.com/a-b-street/abstreet
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[@dabreegster]: https://twitter.com/CarlinoDustin
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### [The Process]
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![Animated image showing a small factory in the middle of the game island](the_process.gif)
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_This factory has never looked livelier!_
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[The Process] by @setzer22 is an upcoming game about factory building, process
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management and carrot production, built with Rust using the Godot game engine!
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This month has been focused on improving the game's UI and extending the machine
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logistics system, but there was also room for a few cosmetic improvements:
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- Improved visualization of connections in the [logistic
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network](https://twitter.com/PlayTheProcess/status/1391484080798281728).
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- Implemented configurable filters for machines to build a [sorting
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machine](https://twitter.com/PlayTheProcess/status/1392894719311613953)!
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- New materials and [terrain
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shader](https://twitter.com/PlayTheProcess/status/1396175924652019718).
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- [Trees and dynamically updating
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grass](https://twitter.com/PlayTheProcess/status/1399774534417498121) using
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instanced rendering.
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_Discussions:
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[/r/rust_gamedev](https://www.reddit.com/r/rust_gamedev/comments/nbmfvz/better_logistics_in_the_process_made_with_godot/),
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[Twitter](https://twitter.com/PlayTheProcess/status/1391484080798281728)_
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[The Process]: https://twitter.com/PlayTheProcess/
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### [pGLOWrpg][pglowrpg-github]
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![Game features](pglowrpg_progress.gif)
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[pGLOWrpg][pglowrpg-github] by [@Roal_Yr]
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is a Procedurally Generated Living Open World RPG,
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a long-term project in development, which aims to be a narrative text-based game
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with maximum portability and accessibility.
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Recent updates include:
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- Implemented dev features test arena.
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- Implemented entity system draft.
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- Sanitized coordinate systems everywhere (ooof!)
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- Much refactoring.
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- Resumed river generation development.
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_Discussions: [Twitter][pglowrpg-twitter]_
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[@Roal_Yr]: https://twitter.com/Roal_Yr
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[pglowrpg-twitter]: https://twitter.com/pglowrpg
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[pglowrpg-github]: https://github.com/roalyr/pglowrpg
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## Engine Updates
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### [Rustcraft][rustcraft]
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![rustcraft-img](rustcraft.png)
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[Rustcraft][rustcraft] by [@dskart]
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is a simple Minecraft engine written in Rust using wgpu.
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It handles infinite world generation using gradient noise as well as placing
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and breaking blocks.
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[rustcraft]: https://github.com/dskart/rustcraft
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## Learning Material Updates
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## Library & Tooling Updates
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### [egui]
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![egui](egui.gif)
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[egui] by [@emilk] is an easy-to-use immediate mode GUI library in pure Rust.
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This month [version 0.12] of egui was released, with improved plots,
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multitouch, user memory stores, window pivots, and more.
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You can try out egui in the [online demo].
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_Discussions: [/r/rust](https://www.reddit.com/r/rust/comments/n9f6vt/announcing_egui_012_the_simple_gui_library/)_
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[egui]: https://github.com/emilk/egui
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[online demo]: https://emilk.github.io/egui
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[version 0.12]: https://github.com/emilk/egui/blob/master/CHANGELOG.md
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[@emilk]: https://twitter.com/ernerfeldt
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### [naga]
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![Dota2 running on Naga](gfx-dota2-naga.jpg)
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[gfx-portability]: https://github.com/gfx-rs/portability
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[gfx-naga-blog]: https://gfx-rs.github.io/2021/05/09/dota2-msl-compilation.html
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### [rafx]
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![Rafx Wireframe Demo](rafx-wireframe-demo.jpg)
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_Demo with wireframes enabled_
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Rafx is a multi-backend renderer that optionally integrates with the
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[distill][rafx-distill] asset pipeline.
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This month, [@dvd] completed work on the new job system. It implements three
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steps: extract, prepare, and write. These jobs are now more structured, making
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them easier to implement while supporting concurrent execution and reducing
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dynamic allocation. They also integrate with a visibility system to ensure that
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off-screen objects are not processed.
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[@aclysma] continued work on OpenGL ES 2.0/3.0 backends and documented
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[implementation details][rafx-implementation-details] of currently available
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rendering backends.
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Additionally, some rendering features were improved and added: mesh rendering
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now uses an instance-rate vertex buffer instead of per-object uniforms,
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improving performance. Rendering features now support wireframe and untextured
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rendering modes. An egui render feature was added, and the demo now uses egui
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instead of imgui.
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[rafx]: https://github.com/aclysma/rafx
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[rafx-distill]: https://github.com/amethyst/distill
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[rafx-implementation-details]: https://github.com/aclysma/rafx/tree/master/docs/api/backends
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[@aclysma]: https://github.com/aclysma
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[@dvd]: https://github.com/DavidVonDerau
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### [Bevy Retro][bevy_retro]
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![ui-example](bevy-retro.gif)
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_Bevy Retro UI example_
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[Bevy Retro][bevy_retro] is a [Bevy] plugin designed for making pixel-perfect
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games as easily as possible.
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This project was released under the [Katharos License][katharos_license]. This
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license has moral and ethical implications that you may or may not agree with,
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so please read it before making use of this project.
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In the last two months Bevy Retro has gained a few new features, the biggest of
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which being an integration with the [RAUI] UI library ( also featured in this
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newsletter ), allowing you to design fully-fledged user interface for Bevy Retro
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games. Additional features added were:
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- A simple sound playing API
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- Text rendering for the BDF font format
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- Custom render hook support allowing you to use raw [Luminance] API calls to render
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anything you want into the low-resolution framebuffer
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You can ask questions or give feedback for Bevy Retro
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[on GitHub](https://github.com/katharostech/bevy_retro/discussions).
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[bevy_retro]: https://github.com/katharostech/bevy_retro
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[Bevy]: https://bevyengine.org
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[katharos_license]: https://github.com/katharostech/katharos-license
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[Luminance]: https://github.com/phaazon/luminance-rs
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[RAUI]: https://raui-labs.github.io/raui/
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### [Texture Generator]
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![A tilemap with procedural textures](texture-generator.png)
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content/news/022/the_process.gif

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