Shatur

joined 3 years ago
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[โ€“] [email protected] 16 points 1 day ago* (last edited 1 day ago) (3 children)

Pick any instance that suits your interests: https://joinmastodon.org/en/servers There is also this picker.

16
submitted 1 week ago* (last edited 1 week ago) by [email protected] to c/bevy
 

It's a crate for dynamic and contextual input mappings for Bevy, inspired by Unreal Engine Enhanced Input.

While porting my game, I made many improvements. Actually using the crate gave me a better perspective ๐Ÿ˜…

Here's a quick showcase from my game. Smooth movement now automatically done by built-in LerpDelta modifier.

Also notice how pressing Esc cancels object spawning first due to the context priority.

Pressed keys displayed via screenkey app.

๐Ÿ“œFull changelog ๐Ÿ“ฆbevy_enhanced_input

[โ€“] [email protected] 7 points 3 weeks ago (1 children)

What icon theme is that on the Pinephone?

It's Papirus.

Is this the offline translator in Firefox?

No, it's a standalone app for online translation.

 

It's an app for translating and speaking text using Mozhi.

We've added automatic selection for the fastest instance and fixed some bugs.

My next plan is to port it to Qt6. I try to get to it during my winter vacation. I'm just currently focused on a FOSS life simulation game. If anyone wants to help with the migration, PRs are welcome!

Works both on desktops and mobile Linux. Here is a screenshot of the app running on my PinePhone Pro:

screenshot

[โ€“] [email protected] 1 points 3 weeks ago

Can't they change this status?

[โ€“] [email protected] 2 points 3 weeks ago* (last edited 3 weeks ago)

Thanks!

It should work seamlessly since Steam Input operates at a lower level.
The app will receive the already-mapped input, so no additional handling needed.

 

It's a crate for dynamic and contextual input mappings for Bevy, inspired by Unreal Engine Enhanced Input.

I really like the UE approach and decided to bring it to Bevy.

Despite being the first release, it's packed with features:

  • Map inputs from various sources (keyboard, gamepad, etc.) to gameplay actions like Jump, Move, or Attack.
  • Assign actions to different contexts like OnFoot or InCar, which are regular components.
  • Activate or deactivate contexts by simply adding or removing components.
  • Control how actions accumulate input from sources and consume it.
  • Layer multiple contexts on a single entity, controlled by priority.
  • Apply modifiers to inputs, such as dead zones, inversion, scaling, etc., or create custom modifiers by implementing a trait.
  • Assign conditions for how and when an action is triggered, like "hold", "tap", "chord", etc. You can also create custom conditions, such as "on the ground".
  • React on actions with observers.

I've implemented everything from UE and even added some extras. The crate also has ~90% test coverage.

๐Ÿ“ฆbevy_enhanced_replicon

 

It's a crate for dynamic and contextual input mappings for Bevy, inspired by Unreal Engine Enhanced Input.

I really like the UE approach and decided to bring it to Bevy.

Despite being the first release, it's packed with features:

  • Map inputs from various sources (keyboard, gamepad, etc.) to gameplay actions like Jump, Move, or Attack.
  • Assign actions to different contexts like OnFoot or InCar, which are regular components.
  • Activate or deactivate contexts by simply adding or removing components.
  • Control how actions accumulate input from sources and consume it.
  • Layer multiple contexts on a single entity, controlled by priority.
  • Apply modifiers to inputs, such as dead zones, inversion, scaling, etc., or create custom modifiers by implementing a trait.
  • Assign conditions for how and when an action is triggered, like "hold", "tap", "chord", etc. You can also create custom conditions, such as "on the ground".
  • React on actions with observers.

I've implemented everything from UE and even added some extras. The crate also has ~90% test coverage.

๐Ÿ“ฆbevy_enhanced_replicon

 

I'm working on a life simulation game with the working title Project Harmonia and would like to share my progress.

I migrated navigation from oxidized_navigation to vleue_navigator.

It uses the novel Polyanya algorithm instead of the classical A*.

I faced a few issues during the migration, but the author helped me resolve them all. He even dumped the navmesh of the house I built in the game and created a test named after the project ๐Ÿ˜…

I also implemented skipping points that the agent has projected past to prevent jitter when multiple points are close to each other.

[โ€“] [email protected] 1 points 1 month ago

I mean thanks to bridgy you can communicate across blusky and mastodon.

It requires to use a separate app like this which is not very convenient.

[โ€“] [email protected] 2 points 2 months ago (1 children)

The dreamcast port is based on the mentioned Re3 (it's a fork), which can becompiled on both PC and PS2. The author showed the gameplay on the original hardware some time ago. So I guess he adapted the controls as well. Sorry if I confused you.

[โ€“] [email protected] 2 points 2 months ago (3 children)

On PS2 - yes because Re3 could be compiled for it. On PC it will work with modern controllers. It's just a reverse-engineered port with some enhancements. But on Dreamcast - it depends on the port.

[โ€“] [email protected] 2 points 2 months ago (5 children)

This port works with dual sticks as you would expect. It's not a vanilla GTA III, it's based on Re3 project.

 

The progress is incredible!

 

I working on a life simulation game with a working title Project Harmonia.

Iโ€™ve finally added the ability to edit and remove previously spawned walls, along with an undo/redo system.

Implementing the undo/redo was a bit challenging. If a command spawns or despawns an entity, it needs to be tracked to update the history with the correct ID. Additionally, since the game is networked, I had to introduce the concept of pending history commands. These commands are only added to the history after server confirmation.

[โ€“] [email protected] 14 points 2 months ago

They usually cut costs in unnoticeable for regular consumer way. Like include some chemistry that easy to produce and makes it tasty, but bad for health.

 

Itโ€™s a crate for server-authoritative networking. We use it for Project Harmonia, but it's general-purpose.

Some highlights:

  • Added the ability to defer replication, which is useful for exchanging messages or downloading assets required by the server before replication starts.
  • If there is any spawning, despawning, removal, or insertion, client events wait for replication. However, with this release, it can be disabled per event.
  • Fixed entity mapping when a client event is buffering.

๐Ÿ“œFull changelog ๐Ÿ“ฆbevy_replicon

[โ€“] [email protected] 1 points 2 months ago (1 children)

I have a small question about the keyboard :) How does it connect to the tablet? Via pins, it's not BT?

[โ€“] [email protected] 2 points 2 months ago

but capacitive (most new touch screens) donโ€™t seem to detect the Wacom pen

Yes, it's totally expected! But looks like this screen supports MPP pens.

 

I searching for a tablet for drawing and discovered this one. Anyone tried drawing on it? I wondering if the experience is good.

On the page they doesn't mention if the screen supports drawing pens, but it's possible to order an MPP pen with it, so I assume that it works with Wacom or Surface pens?

20
submitted 3 months ago* (last edited 3 months ago) by [email protected] to c/[email protected]
 

Someone has already started modding the port for Dreamcast๐Ÿ˜„

 

This is now running on a 16MB stock Dreamcast!

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