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Add update for torchbearer
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content/news/042/index.md

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@@ -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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### [Title]
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![image/GIF description](image link)
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_image caption_
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A paragraph or two with a summary and [useful links].
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### Digital Extinction
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![Building Placement in Digital Extinction](digital-extinction.jpeg)
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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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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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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
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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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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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### [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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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
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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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## Popular Workgroup Issues in Github
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<!-- Up to 10 links to interesting issues -->
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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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