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content/posts/newsletter-016/index.md

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@@ -39,7 +39,6 @@ Table of contents:
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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-contribution)
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- [Jobs](#jobs)
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<!--
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Ideal section structure is:
@@ -86,7 +85,7 @@ Listen and Subscribe from the following platforms:
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## Last Call for [Rust GameDev Survey][survey]
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Our annual [Rust Game Development Ecosystem Survey][survey] will be closed
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on Sunday at the end of this week, 6. December 2020.
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on in the end of this week, 11. December 2020.
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It'll only take 10 minutes, and your responses help us
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better understand the state of our ecosystem and where we
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should try to focus our collective efforts.
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Some of this month's updates:
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- started a new tool to explore 15-minute neighborhoods;
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- simpler process for [importing new cities][abstreet-new-cities];
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- large internal refactoring for the GUI and initializing the simulation;
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- A new tool to explore 15-minute neighborhoods was started.
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- Simpler process for [importing new cities][abstreet-new-cities].
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- Large internal refactoring for the GUI and initializing the simulation.
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[abstreet]: https://abstreet.org
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[abstreet-new-cities]: https://dabreegster.github.io/abstreet/howto/new_city.html
@@ -153,7 +152,7 @@ November's full weekly devlogs: "This Week In Veloren...":
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[#93](https://veloren.net/devblog-93/),
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[#94](https://veloren.net/devblog-94/),
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[#95](https://veloren.net/devblog-95/),
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[#96](https://veloren.net/devblog-96/),
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[#96](https://veloren.net/devblog-96/).
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In December, work will begin on 0.9. There are some discussions about larger
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refactors in the codebase. Many new developers have joined and are getting up to
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[veloren-gamingonlinux-article]: https://www.gamingonlinux.com/2020/11/inspired-by-the-likes-of-cube-world-open-source-rpg-veloren-has-the-biggest-update-yet
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[veloren-0.8-gameplay]: https://www.youtube.com/watch?v=TMYfrdiEJw4
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### FBSim
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### [FBSim]
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![FBSim initial version](fbsim.png)
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_FBSim running with default agents._
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![Two players fishing at the beach](antorum-online-11-25-2020.gif)
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Antorum Online is a micro-multiplayer online role-playing game by [@dooskington].
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[Antorum Online] is a micro-multiplayer online role-playing game by [@dooskington].
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The game server is written in Rust, and the official client is being developed in
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Unity.
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@@ -219,7 +218,7 @@ In November, focus was put on gameplay. Prototyping of a butcher skill was done,
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which will allow for animals to be turned into raw resources. Support for
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rendering shadows in the MetalRenderer was added, bringing it one step closer to
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the WebGlRenderer. Lots of work was put into the ability to fire a bow. This
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spanned a few weeks, however enough functionaly was added for it to feel like a
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spanned a few weeks, however enough functionality was added for it to feel like a
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solid part of gameplay. It still requires some polish, however, which will be
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the focus of the beginning of December.
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Intended as a test platform for trying out rust for prototyping games and
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particularly for game AI programming purposes.
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Development started at the end of October, recent additions include:
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Recent updates include:
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- Dynamic ship debris based on slicing source sprites into chunks.
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- New hostile ship type, (ranger), which fires seeking missiles.
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Exciting new additions have been made in November!
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- Micah added a ["paused" text overlay] to provide visual indication for when
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- Micah added a ["paused" text overlay] to provide a visual indication for when
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the game is paused.
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- Carlo added a [new armor system] that gives a chance for destroyed enemies to
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drop armor consumables that can block a single hit from any damage source.
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made with [bevy] ([source code][go-wotm-src]).
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> Your goal is to conquer the planet, but it's not possible until you
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> control all the moons. The end result is not completly what I wanted,
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> control all the moons. The end result is not completely what I wanted,
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> but it was a nice occasion to try [rapier] for physics and [lyon] to draw
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> shapes from [bevy].
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@@ -325,7 +324,7 @@ Here are some of the games made with Rust:
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made with [amethyst] ([source code][go-starlight-src]).
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> A die and retry landing game where you control a spaceship, its fuel and health
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> inside 10 different levels. Each level is made up of ennemies (cannons,
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> inside 10 different levels. Each level is made up of enemies (cannons,
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> plasma doors, saw blades, etc.), bonuses (fuel, health) and coins.
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[@grzi] also published a devlog post:
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Development of new tutorial content has slowed down due to wgpu still being in
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development. [@sotrh] has committed to continue maintaining the project through
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the comming version changes, and plans to add more new content when the API
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the coming version changes, and plans to add more new content when the API
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solidifies. He with the help of other contributors such as GitHub user
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[@kanerogers] worked through a series of issues to polish the repository before
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the content freeze.
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It has a handful of features that make it stand out:
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- No schema restrictions
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- HashMap support out of the box
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- Trait object support through the [`rkyv_dyn`] crate
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- No schema restrictions.
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- HashMap support out of the box.
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- Trait object support through the [`rkyv_dyn`] crate.
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- Validation through the [`bytecheck`] crate, suitable for untrusted and
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potentially malicious data
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- Safe mutable archives with pinning
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potentially malicious data.
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- Safe mutable archives with pinning.
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Reddit user [vlmutolo] also made a [toy benchmark] comparing rkyv against serde
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and bincode and found that rkyv had promising initial numbers:
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A write-up on the [architecture and internals of rkyv] is also available.
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_Discussions:
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[/r/rust (v0.1)](https://www.reddit.com/r/rust/comments/jss6h4/rkyv_a_zerocopy_deserialization_framework_for_rust/),
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[/r/rust (v0.2)](https://www.reddit.com/r/rust/comments/jx32e8/rkyv_02_and_bytecheck_validation_mutable_archives/)_
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[/r/rust (v0.1)](https://reddit.com/r/rust/comments/jss6h4/rkyv),
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[/r/rust (v0.2)](https://reddit.com/r/rust/comments/jx32e8/rkyv_02)_
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[rkyv]: https://github.com/djkoloski/rkyv
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[`rkyv_dyn`]: https://docs.rs/rkyv_dyn
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[`bytecheck`]: https://github.com/djkoloski/bytecheck
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[vlmutolo]: https://www.reddit.com/r/rust/comments/jx32e8/rkyv_02_and_bytecheck_validation_mutable_archives/gcyfoqc
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[vlmutolo]: https://reddit.com/r/rust/comments/jx32e8/rkyv_02_and_bytecheck_validation_mutable_archives/gcyfoqc
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[toy benchmark]: https://git.sr.ht/~vlmutolo/rkyv-bench/tree/master/src/main.rs
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[architecture and internals of rkyv]: https://davidkoloski.me/blog/rkyv-architecture/
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### [assets_manager] v0.4
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[assets_manager] provides an convenient way to work with external files, making
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[assets_manager] provides a convenient way to work with external files, making
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ressources caching and hot-reloading easy and straightforward.
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This month was released version 0.4.0, bringing loads of improvements.
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- A `Source` trait, to load assets from anywhere. It makes the crate usable in
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WebAssembly.
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- Assets that can load other assets, with a transparent integration with
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hot-reloading. Using a manifest file has never been so easy !
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- Improved perfomances
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- See the [full changelog][assets_manager_log] for more informations.
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hot-reloading. Using a manifest file has never been so easy!
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- Improved performance.
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- See the [full changelog][assets_manager_log] for more information.
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[assets_manager]: https://github.com/a1phyr/assets_manager
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[assets_manager_log]: https://github.com/a1phyr/assets_manager/releases/tag/v0.4.0
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[terramach]: https://github.com/lykhonis/terramach
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### [glam]
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### [glam] v0.11.2
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[glam] is a simple and fast linear algebra crate for games and graphics.
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> and have that build to both desktop and the browser
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> with little to no modification to source code.
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Two demos are aviable atm:
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Two demos are available atm:
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- Basic graphics (using raw opengl via "glow" crate) and audio demo:
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- Basic graphics (using raw OpenGL via the "glow" crate) and audio demo:
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[here][fluffl-demo-1].
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- Breakout clone demo: [here][fluffl-demo-2].
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- Support of collada files coming from the latest Blender version.
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- Precomputation of the bone matrices expressed in the world space so that you
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just have to pass it to your shader for traditional GPU skinning.
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- Interpolation between keyframes
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- (De)/serialization in binary thanks to [bincode]
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- Interpolation between keyframes.
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- (De)/serialization in binary thanks to [bincode].
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[rib] can be greatly extended, for example with the support of other format
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handling skeleton data, such as the [glTF] format.
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_Discussions:
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[/r/rust](https://reddit.com/r/rust/comments/jxd9zz/announcing_kira_dynamic_audio_library_for_games/),
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[twitter](https://twitter.com/tesselode/status/1329559760111357954)_
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[Twitter](https://twitter.com/tesselode/status/1329559760111357954)_
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### [gfx-rs] and [wgpu]
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loop.
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_Discussions:
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[/r/rust](https://www.reddit.com/r/rust/comments/k1hkxq/iced_a_crossplatform_gui_library_new_release/)_
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[/r/rust](https://reddit.com/r/rust/comments/k1hkxq/iced_a_crossplatform_gui_library_new_release)_
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[A new minor version]: https://github.com/hecrj/iced/pull/637
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[Iced]: https://github.com/hecrj/iced
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![KAS markdown](kas-markdown.png)
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_Markdown parsing demo_
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[KAS] by [@dhardy] is a general purpose UI toolkit; its
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[KAS] by [@dhardy] is a general-purpose UI toolkit; its
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initial aim is "old school" desktop apps with good keyboard and touchscreen
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support. Unlike many modern immediate-mode UIs, KAS's widgets retain state,
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allowing minimal per-frame updates. KAS supports embedded WebGPU graphics now,
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[Egui] is a highly portable immediate mode GUI library in pure Rust.
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This month a [v0.4.0 version][egui-v0-4] was released
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with much improved text editing, and many bugfixes.
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with much-improved text editing, and many bugfixes.
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Check out an [updated online demo][egui-demo].
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Also, [egui_web] v0.4.0 was released, with a simple fetch API \-
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This month [KMS] [PR][kms-pr] landed on miniquad.
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Now miniquad can run on without neither X11 or Wayland,
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right on the linux kernel with KMS.
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right on the Linux kernel with KMS.
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[miniquad]: https://github.com/not-fl3/miniquad
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[KMS]: https://www.kernel.org/doc/html/v4.15/gpu/drm-kms.html
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The goal of [Dotrix] is to become a 3D engine for the new RPG project. The
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engine is free and open source, delivering a set of common high-level features
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like skeletal animation, skybox, terrain, camera controlling, input mapping and
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many others. It is built on top of the
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[wgpu](https://github.com/gfx-rs/wgpu-rs/) with an ECS core which is a part of
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the engine.
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many others. It is built on top of the [wgpu] with an ECS core
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which is a part of the engine.
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Currently supported features:
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- Linear ECS with systems as simple functions, that can have optional context
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- Import of textures from PNG files
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- Linear ECS with systems as simple functions, that can have optional context.
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- Import of textures from PNG files.
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- Import of multiple assets from GLTF files (textures, meshes, skins and
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animations)
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- FPS and delta time counters
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- Rendering of meshes and simple scenes with light and camera controls
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- Rendering of skeletal animations
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- 3 showcase demo applications
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animations).
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- FPS and delta time counters.
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- Rendering of meshes and simple scenes with light and camera controls.
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- Rendering of skeletal animations.
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- 3 showcase demo applications.
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Next in sprint:
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- Input management and mapping
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- Full camera control with mouse
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- Skybox renderer
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- Input management and mapping;
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- Full camera control with mouse;
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- Skybox renderer.
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[Dotrix]: https://github.com/lowenware/dotrix
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[Developer's Twitter]: https://twitter.com/lowenware
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[Tetra] is a simple 2D game framework, inspired by XNA and Raylib. This month,
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versions 0.5.3 and 0.5.4 were released, with some frequently requested features:
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- A `Mesh` API, allowing users to create arbitary 2D geometry
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- A `Mesh` API, allowing users to create arbitrary 2D geometry
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- Experimental support for high-DPI rendering
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There has also been numerous bug fixes and documentation improvements. For full
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[Old Gods][old-gods] is an WIP game engine meant for games
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targeting the web and SDL2.
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It reads Tiled map files into a specs based entity component system.
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Rendering is handled by HtmlCanvasElement or the built-in SDL2 renderer.
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_Discussions:
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[/r/rust](https://reddit.com/r/rust/comments/k25hh8/the_old_gods_game_engine)_
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### [ggez]
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![lot's of overlapping bunnies](ggez-bun.png)
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![lots of overlapping bunnies](ggez-bun.png)
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_ggez bunnymark - 60,000 buns at 60 FPS_
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[ggez] is a 2D game framework inspired by Love2D. The project is chugging
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be updated and tested on every platform imaginable. Try out the `devel`
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branch and give it a go!
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[ggez]: https://github.com/ggez/ggez/
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[ggez]: https://github.com/ggez/ggez
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### [rg3d]
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[![a scene with lightning and multiple hi-poly character models](rg3d_instancing.jpg)][rg3d_twit]
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_Geometry instancing demo._
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[rg3d] is a game engine that aims to be easy to use and provide large set
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of out-of-box features. Some of the recent updates:
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- Added [gobo] for spot lights.
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- Added CPU lightmapper - it is possible now to "bake" static lighting
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into a texture to improve performance.
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- Lots of other bugfixes and improvements.
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Join the [rg3d's Discord channel][rg3d_discord]
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or follow [Dmitry Stepanov on twitter][rg3d_twitter].
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or follow [Dmitry Stepanov on Twitter][rg3d_twitter].
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[rg3d]: https://github.com/mrDIMAS/rg3d
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[rg3d_twit]: https://twitter.com/DmitryS36934349/status/1328797761874046977

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