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content/posts/newsletter-020/index.md

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## Game Updates
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### [SM64JS][sm64js]
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![Super Mario 64 JavaScript](sm64js.jpg)
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[SM64JS][sm64js] ([GitHub][sm64js-github], [Discord][sm64js-discord]) is a rewrite
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of the decompilation project of Super Mario 64 in JavaScript with a strong focus
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on massive multiplayer online.
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The [backend][sm64js-server] recently has been rewritten in Rust by [@marior]
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and is now live.
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You can find more information about it in [this recent blog post][net64-blog],
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where the developers of a similar mod called Net64 are talking
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about several decompilation projects.
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Some of the most recent additions are:
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- Carts and gliders
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- Health bars
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- More visuals with butterflies and fishes
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A stress test is scheduled for 2021-04-17 17:30 UTC and everyone is invited to join.
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[@marior]: https://twitter.com/marior_dev
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[sm64js]: https://sm64js.com
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[sm64js-github]: https://github.com/sm64js/sm64js
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[sm64js-discord]: https://discord.gg/7UaDnJt
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[sm64js-server]: https://github.com/sm64js/sm64js-mmo-server
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[net64-blog]: https://net64-mod.github.io/blog/sm64js/
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### [pGLOWrpg][pglowrpg-github]
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![Improved text rendering](pglowrpg_progress.jpg)
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[gargoyle-wiki]: https://en.wikipedia.org/wiki/Gargoyle%27s_Quest
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[wgpu]: https://github.com/gfx-rs/wgpu-rs
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### [Theta Wave]
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[![Enemy Formations](theta-wave.gif)][Theta Wave]
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_Enemies can now be easily spawned in formations_
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[Theta Wave] is an open-source space shooter game by developers [@micah_tigley] and
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[@carlosupina]. It is one of the showcase games for the [Amethyst Engine]. In
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the past month, the ["Foundations"] update was released which included numerous
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refactors that improved the accessibility of contributing to the game.
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They are now working on the ["Formations"] update which will organize how
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waves of enemies are spawned into the game.
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Notable changes:
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- Formations can be defined in a data file
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- New `InvasionFormation` phase where formations of enemies are spawned from
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a pool of formations
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[Theta Wave]: https://github.com/amethyst/theta-wave
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[@micah_tigley]: https://twitter.com/micah_tigley
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[@carlosupina]: https://twitter.com/carlosupina
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[Amethyst Engine]: https://amethyst.rs/
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["Foundations"]: https://github.com/amethyst/theta-wave/releases/tag/v0.1.4
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["Formations"]: https://github.com/amethyst/theta-wave/projects/2
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### [Harvest Hero][hh_disc]
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![harvest_hero_level](./harvest_hero_level_making.gif)
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## Library & Tooling Updates
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### [kira]
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[kira] by [@tesselode] is a game audio library tailored to composers and other
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people who need expressive audio.
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v0.5.0 was released with mixer send tracks, new effects, and playback position tracking
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for instances, as well as a variety of smaller improvements.
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_Discussions: [/r/rust](https://www.reddit.com/r/rust/comments/m0llxm/kira_game_audio_library_v050_playback_position/),
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[Twitter](https://twitter.com/tesselode/status/1368984205947006976)_
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[Kira]: https://github.com/tesselode/kira
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[@tesselode]: https://twitter.com/tesselode
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### [Planck ECS]
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![planck logo](planck_ecs.png)
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[rafx-distill]: https://github.com/amethyst/distill
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[rafx-ldtk]: https://ldtk.io
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### [rkyv]
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[rkyv] is a zero-copy deserialization framework for Rust. It's similar to FlatBuffers
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and Cap'n Proto and can be used for data storage and messaging.
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A [benchmark][rust-serialization-benchmark] was put together to compare rkyv
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against other leading serialization solutions and gather feedback and use
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cases for development. A [summary and analysis][rkyv-is-faster-than] of the
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results is also available.
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Version 0.5 is hot off the presses and rolls up features from the 0.4
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development cycle:
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- Derive macros can now implement `PartialEq` and `PartialOrd` between
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archived and unarchived types
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- Custom type bounds for serialization and deserialization can be added
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with derive attributes
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- Helper types like [AlignedVec][rkyv-AlignedVec] and
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[Infallible][rkyv-Infallible] were introduced to improve ergonomics
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- `const_generics` are now enabled by default
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- Helper functions have been added to make getting root objects easier
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- Several bugfixes and performance improvements
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A [feedback issue][rkyv-feedback] is still open for providing feedback on
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further development.
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[rkyv]: https://github.com/djkoloski/rkyv
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[rust-serialization-benchmark]: https://github.com/djkoloski/rust_serialization_benchmark
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[rkyv-is-faster-than]: https://davidkoloski.me/blog/rkyv-is-faster-than
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[rkyv-AlignedVec]: https://docs.rs/rkyv/0.5.0/rkyv/struct.AlignedVec.html
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[rkyv-Infallible]: https://docs.rs/rkyv/0.5.0/rkyv/struct.Infallible.html
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[rkyv-feedback]: https://github.com/djkoloski/rkyv/issues/67
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### [WhatTheFrame]
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![whattheframe gui](whattheframe.png)
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[GTK]: https://gtk.org/
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[gtk4-rs]: https://github.com/gtk-rs/gtk4-rs#gtk4-rs-
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### [FemtoVG]
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![femtovg](femtovg.png)
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FemtoVG is a 2D canvas like vector graphics library based on nanovg that has
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been previously featured in this newsletter.
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This month, the FemtoVG team has implemented a new rendering backend based on
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the `wgpu` framework. This work is being done in this [fork][femtovg-fork] of
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FemtoVG and will be merged into the main repo soon. The team is currently
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looking for users to try out the new backend and provide feedback.
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Join the [FemtoVG Discord channel](https://discord.gg/V69VdVu).
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[FemtoVG]: https://github.com/femtovg/femtovg
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[femtovg-fork]: https://github.com/adamnemecek/femtovg
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## Popular Workgroup Issues in Github
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<!-- Up to 10 links to interesting issues -->
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