@@ -29,27 +29,29 @@ Feel free to send PRs about your own projects!
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[ pr ] : https://github.com/rust-gamedev/rust-gamedev.github.io
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[ coordination ] : https://github.com/rust-gamedev/rust-gamedev.github.io/issues?q=label%3Acoordination
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- - [ Announcements] ( #announcements )
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- - [ Game Updates] ( #game-updates )
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- - [ Engine Updates] ( #engine-updates )
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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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- - [ Meeting Minutes] ( #meeting-minutes )
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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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- - [ Bonus] ( #bonus )
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+ * [ Announcements] ( #announcements )
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+ * [ Game Updates] ( #game-updates )
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+ * [ Engine Updates] ( #engine-updates )
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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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+ * [ Meeting Minutes] ( #meeting-minutes )
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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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+ * [ Bonus] ( #bonus )
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<!--
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Ideal section structure is:
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```
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+
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### [Title]
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_image caption_
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A paragraph or two with a summary and [useful links].
@@ -72,9 +74,10 @@ If needed, a section can be split into subsections with a "------" delimiter.
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### Digital Extinction
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![ Building Placement in Digital Extinction] ( digital-extinction.jpeg )
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+
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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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+ [ 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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@@ -83,19 +86,19 @@ This month the game had two new first time contributors, [@0HyperCube] and
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The most notable updates are:
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- - several multiplayer related screens were added to the menu: sign-in /
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- sign-up, game listing, and game creation,
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- - building draft is now semi-transparent and colored green or red based on
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- obstacles,
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- - double clicking on a unit or building leads to the selection of all visible
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- entities of the same type,
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- - the mouse cursor is now confined to the game window,
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- - the camera can be moved horizontally with arrow keys,
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- - pop-up in-game menu was added, it is opened with Escape key,
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- - work on game head-up display / panel (HUD) was initiated,
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- - various errors are now briefly displayed as toasts in the UI,
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- - support of map hashing was added and deterministic map paths are used,
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- - several small fixes, code quality improvements.
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+ * several multiplayer related screens were added to the menu: sign-in /
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+ sign-up, game listing, and game creation,
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+ * building draft is now semi-transparent and colored green or red based on
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+ obstacles,
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+ * double clicking on a unit or building leads to the selection of all visible
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+ entities of the same type,
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+ * the mouse cursor is now confined to the game window,
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+ * the camera can be moved horizontally with arrow keys,
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+ * pop-up in-game menu was added, it is opened with Escape key,
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+ * work on game head-up display / panel (HUD) was initiated,
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+ * various errors are now briefly displayed as toasts in the UI,
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+ * support of map hashing was added and deterministic map paths are used,
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+ * several small fixes, code quality improvements.
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See [ gameplay] [ video-game ] and [ menu] [ video-menu ] screen recordings on YouTube.
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@@ -130,15 +133,15 @@ for commonly used features that are scattered around various libraries. So he cr
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Foxtrot, where he collected most basic features he could need for future
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projects or jams. The current version [ v0.1.5] features:
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- - loading a 3D level from GLTF files
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- - automatically assigning physics colliders
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- - a custom dialog system
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- - saving and loading the game
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- - a force-based third-person character controller
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- - shaders
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- - pathfinding
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- - a flexible camera system with easings
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- - a custom ingame editor window for live tweaks such as spawning new objects.
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+ * loading a 3D level from GLTF files
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+ * automatically assigning physics colliders
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+ * a custom dialog system
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+ * saving and loading the game
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+ * a force-based third-person character controller
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+ * shaders
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+ * pathfinding
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+ * a flexible camera system with easings
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+ * a custom ingame editor window for live tweaks such as spawning new objects.
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[ Foxtrot ] : https://github.com/janhohenheim/foxtrot
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[ @janhohenheim ] : https://github.com/janhohenheim
@@ -152,21 +155,22 @@ projects or jams. The current version [v0.1.5] features:
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is a highly-parallel [ Utility AI] [ big-brain-utility-ai ] library
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for the Bevy game engine.
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- [ big-brain] recently tagged [ v0.16.0] [ big-brain-v16 ] ,
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+ [ big-brain] recently tagged [ v0.16.0] [ big-brain-v16 ] ,
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bringing with it a couple of breaking changes and a few goodies.
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Probably the biggest change in this release is removal of the blanket
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- [ ` ActionBuilder ` ] [ big-brain-action-builder ] and [ ` ScorerBuilder ` ] [ big-brain-scorer-builder ]
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- implementations for ` Clone ` types. This is a fairly significant breaking change,
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+ [ ` ActionBuilder ` ] [ big-brain-action-builder ] and [ ` ScorerBuilder ` ] [ big-brain-scorer-builder ]
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+ implementations for ` Clone ` types. This is a fairly significant breaking change,
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but one that is fairly easy to resolve: simply use the new ` #[derive(ActionBuilder)] `
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+
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and ` #[derive(ScorerBuilder)] ` macros to derive the necessary implementations
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for your Action and Scorer Components and you should be good to go.
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- Finally, since the recent [ merging of the bevy scheduler changes] [ big-brain-bevy-scheduler-changes ] ,
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+ Finally, since the recent [ merging of the bevy scheduler changes] [ big-brain-bevy-scheduler-changes ] ,
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big-brain users should expect the next version of big-brain to bring with it
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some significant breaking changes to scheduling, so keep an eye out for that
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- and be mindful of building a lot on top of the current [ ` BigBrainStage ` ] [ big-brain-stage ]
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- (which is used by the default ` BigBrainPlugin ` ).
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+ and be mindful of building a lot on top of the current [ ` BigBrainStage ` ] [ big-brain-stage ]
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+ (which is used by the default ` BigBrainPlugin ` ).
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_ Discussions: [ Mastodon] [ zkat-mastodon-ann ] _
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@@ -185,7 +189,9 @@ _Discussions: [Mastodon][zkat-mastodon-ann]_
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### [ RustySynth]
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[
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![ Waveform displayed on a screen] ( rustysynth-yt.png )
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_ Video: an example of realtime MIDI synthesis with RustySynth on rust-sfml_
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] [ rustysynth-video ]
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@@ -197,10 +203,10 @@ that supports streaming audio (e.g. [rust-sfml]).
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Features:
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- - Tuned mainly for gamedev and has low CPU usage.
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- - Support for standard MIDI files.
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- - No dependencies other than the standard library.
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- - Available under a permissive license (MIT).
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+ * Tuned mainly for gamedev and has low CPU usage.
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+ * Support for standard MIDI files.
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+ * No dependencies other than the standard library.
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+ * Available under a permissive license (MIT).
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[ rustysynth-video ] : https://www.youtube.com/watch?v=o9rPTJIPmVk
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[ RustySynth ] : https://github.com/sinshu/rustysynth
@@ -209,7 +215,7 @@ Features:
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### [ tween]
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` tween ` is a library for manipulating values in stylish and beautiful ways.
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- It has been almost entirely rewritten for ` v2.0.0 ` , now featuring a
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+ It has been almost entirely rewritten for ` v2.0.0 ` , now featuring a
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significantly improved API, fewer generics, and much, much faster performance.
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Additionally, it has added support for Looping, Oscillating, and Extrapolating tweens.
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` scene-graph ` is a library for creating graph structures similar to the
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one used in engines like Unity or Unreal. It is fast, performant, and easy to
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- manipulate. It's especially useful for user interfaces. Although only in ` v0.1.0 ` ,
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+ manipulate. It's especially useful for user interfaces. Although only in ` v0.1.0 ` ,
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feedback would be very appreciated.
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[ scene-graph ] : https://github.com/sanbox-irl/scene-graph
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+ ### [ torchbearer]
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+ ![ Torchbearer in action] ( torchbearer.png )
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+ _ An exemple of torchbearer in action, demonstrating both pathfinding and field of view_
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+ ` torchbearer ` by [ @redwarp ] is a library that provides a set of tools to find your path in a grid based dungeon. Specifically, it provide a quick implementation of pathfinding and field of view algorithm.
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+ The 0.6.x version rewrites the field of view algorithm to cast vision rays in a bresenham circle around the point of origin. This change from its [ original implementation] ( https://sites.google.com/site/jicenospam/visibilitydetermination ) makes it faster as it removes the needs for error correction.
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+ [ torchbearer ] : https://github.com/redwarp/torchbearer
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+ [ @redwarp ] : https://github.com/redwarp
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+
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## Popular Workgroup Issues in Github
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<!-- Up to 10 links to interesting issues -->
@@ -275,9 +294,9 @@ or [/r/rust_gamedev subreddit][/r/rust_gamedev] if you want to receive fresh new
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<!--
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TODO: Add real links and un-comment once this post is published
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**Discuss this post on**:
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- [/r/rust_gamedev](TODO),
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- [Twitter](TODO),
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- [Mastodon](TODO),
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+ [/r/rust_gamedev](TODO),
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+ [Twitter](TODO),
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+ [Mastodon](TODO),
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[Discord](https://discord.gg/yNtPTb2).
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-->
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