@wesfly@mastodon.social avatar wesfly , to random

The terrain collision chunking is implemented now! It really improved the performance of the collisions, even with very detailed terrain.

https://codeberg.org/wesfly/bevy-fs
https://github.com/wesfly/bevy_fs

Helicopter in sunset over chunked terrain, slight bank angle
Helicopter from below in the evening sky

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@shanecelis@mastodon.gamedev.place avatar shanecelis , to random

New release. nano9 v0.1.0-alpha.5

It’s Bevy in Pico-8 clothing.

I'm close to 0.1.0 but I'm rushing this alpha for the sake of the Bevy Jam #7 that starts tomorrow.

Oh, and look a new logo!

https://crates.io/crates/nano9

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@wesfly@mastodon.social avatar wesfly , to random

On my way to implementing chunks for terrain collisions...

https://codeberg.org/wesfly/bevy-fs
https://github.com/wesfly/bevy_fs

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@shanecelis@mastodon.gamedev.place avatar shanecelis , to random

Woah. Render graphs are gone in Bevy. Just using systems now. Good change!

https://github.com/bevyengine/bevy/pull/22144

@Rin3d@mastodon.social avatar Rin3d , to random

https://bevy.org/donate/

yall should totally donate to bevy :)

@crunch@defcon.social avatar crunch , to random

I haven't posted a game update in a while because I went off and decided I needed a better steering library for agents. So I wrote the one I wanted. Now I need to get back to game dev, so I'm putting off writing better docs and polish. You can find it at:

video/mp4

@shanecelis@mastodon.gamedev.place avatar shanecelis , to random

New version. bevy_old_tv_shader

An "old TV" post-processing effect, updated for Bevy 0.16 and Bevy 0.17.

https://crates.io/crates/bevy_old_tv_shader

A 3D cube is spins on a pixelated screen with some curved screen warp shown.

@dekirisu@mastodon.social avatar dekirisu , to random

🏞️ added environment variables:
🍃 temperature, rel. humidity & wind speed
🪿 they directly & indirectly influence various things:
🦫 ..like tire temp. warm-up/cool-down, grip, degradation, acceleration, etc.

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@dekirisu@mastodon.social avatar dekirisu , to random

🔥 added tire temperatures
🪿 ..it affects grip & degradation speed
🦫 (..and indirectly other things)

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@MevLyshkin@mastodon.gamedev.place avatar MevLyshkin , to random

I continue using my custom alternative to bevy-inspector-egui. It doesn’t have all the features, but it includes some that the original lacks and it better suits my use case. I have custom filtering, as well as the option to customize names in the hierarchy inspector based on components (it doesn’t have to be simple mapping like in the original; it can also be a custom function that, for example, reads an enemy’s health).
Repo: https://github.com/Leinnan/bevy_reflect_inspect

Custom game state inspector in bevy engine

@dekirisu@mastodon.social avatar dekirisu , to random

❄️ foggy winter styling

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@dekirisu@mastodon.social avatar dekirisu , to random

🛞 tires now have durability w/ ui
🦆 added milage ui
🐇 simpler input ui
🦫 harsh keyboard inputs can be smoothed

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@dekirisu@mastodon.social avatar dekirisu , to random

🌄 new daytime styling
🌲 new environment
🦜 reworked textures

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@cleder@hachyderm.io avatar cleder , to random

I am currently implementing an Arcanoid/Breakout clone with and using github for development

Repo: https://github.com/cleder/brkrs
Docs: https://brkrs.readthedocs.io/en/latest/
Demo: https://cleder.github.io/brkrs/

It is implemented in Bevy 0.17, with bevy_rapier3d (physics/collision)

It has some additions to the original game, the paddle is operated with the mouse and can move up and down instead of just left and right, you can tilt the paddle with the mouse wheel, and depending on the force and direction with which you hit the ball you can influence speed and direction. Gravity is also a thing 😉
@bevy

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@drawkcab@hachyderm.io avatar drawkcab , to random

Meet Ean. Ean is an architect. If you want a room building, your kindred needs an architect somewhere that knows how to build it

In fact, Ean designs architects' studios. You can't have architects without studios, so this is the first room that you need to be able to make

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@crunch@defcon.social avatar crunch , to random

New map and lots of improvements to AI navigation and player controls. There doesn't seem to be a lot of existing crates for agents in bevy. For basic navmeshes and pathfinding, it was relatively easy to set up vleue_navigator, then I added some collision avoidance and separation logic on top of that. There are bugs, but you don't see them too often which is good enough for now. Now I should finally add some more enemy types.

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@dekirisu@mastodon.social avatar dekirisu , to random

Took a step back to refactor stuff... ☠️

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@crunch@defcon.social avatar crunch , to random

Too many enemies? Try shooting them with rockets!

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@dekirisu@mastodon.social avatar dekirisu , to random

👂 made a more chill engine sound

...the one before kinda annoyed me over time 🫠

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@dekirisu@mastodon.social avatar dekirisu , to random

✨ major shading/style rework
💫 (kinda merging all past style tests into one)
🐿️ rework of a few track barriers (the glassy ones)

video/mp4

@crunch@defcon.social avatar crunch , to random

I took 2 days off from working on this plus one day to refactor a bunch of stuff to support modular weapon loadouts. Here's a very silly looking tank with miniguns, a cannon, and a rocket launcher. The rockets don't do the right thing yet, but eventually they'll move more rocket-like. I also need to fix the enemies to use the new weapon system. They stopped firing at the player. I've got lots of ideas for weapons, but I'll need to add the UI so you can customize your loadout before I get to all of them.

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@dekirisu@mastodon.social avatar dekirisu , to random

🚗 new asphalt style
🌄 re-added a simple skybox (just a gradient)

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@dekirisu@mastodon.social avatar dekirisu , to random

👂 first try of skidding SFX
🦆 ..and suspension compression SFX
🐿️ (..or however one would call it)
🐦 made the engine sound more 'futuristic'

video/mp4

@dekirisu@mastodon.social avatar dekirisu , to random

🛞 finished the first version of skid-marks

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@dekirisu@mastodon.social avatar dekirisu , to random

🛞 defined where & when skid-marks should be

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