Shatur

joined 3 years ago
MODERATOR OF
2
NESFab (pubby.games)
 

A virtual meetup where we talk about Bevy :) This time I will be one of the speakers! Link to the blogpost with more details about the format.

Scheduled for March 6th 8 pm CET.

9
Bevy Meetup #9 (www.meetup.com)
submitted 6 days ago by [email protected] to c/bevy
 

A virtual meetup where we talk about Bevy :) This time I will be one of the speakers! Link to the blogpost with more details about the format.

Scheduled for March 6th 8 pm CET.

[–] [email protected] 2 points 1 week ago

I heard good things about Veloren. It's not a classical MMO, but I think it qualifies as one.

[–] [email protected] 2 points 1 week ago* (last edited 1 week ago)

Sims

No promises, but I actually working on one πŸ˜… See this comment.

[–] [email protected] 4 points 1 week ago* (last edited 1 week ago)

Same! There are almost no proprietary alternatives either!

It's funny that the first comment is about The Sims πŸ˜… My wife and I are working on a life simulation game in Rust using Bevy. I've been working on it for almost a year, and feeling a we are feeling a bit demotivated recently. So right now I took a small "break" and focus on improving crates that I used inside the game (input management and networking). I know the project is quite ambitious, but I've always wanted to create something like this. Seeing this many upvotes on your comment is quite encouraging πŸ™‚

I post my progress at [email protected] and here is the GitHub page. The project name is a placeholder. I haven't managed to come up with a nice name yet.

[–] [email protected] 9 points 1 week ago (2 children)

A federated MMO would be interesting! But cheating might be a concern. Anyone could create a server with fully-equipped character and just federate.

But maybe servers could whitelist trusted servers? πŸ€”

[–] [email protected] 2 points 1 week ago (1 children)

Never heard about it, but looks cool!

[–] [email protected] 3 points 1 week ago

A president simulator? This sounds great! Never heard about these games, thanks for sharing!

 

Just curious πŸ™‚

[–] [email protected] 1 points 1 week ago

I have a special trait that generates a reverse command. And store a stack of commands. Here is the source.

I presume you don’t delete the entities on undo but hide them instead?

No, I do a full despawn. Just remember it's data to spawn again thanks to the mentioned trait.

[–] [email protected] 4 points 1 week ago (1 children)

How do the buttons feel?

10
submitted 1 week ago* (last edited 1 week ago) by [email protected] to c/[email protected]
 

Green light for marketing of UV-treated whole Tenebrio molitor larvae powder added to EU "novel food" list. Attempt to block a yes vote in the Environment Committee at the EU Parliament fails.

[–] [email protected] 5 points 2 weeks ago

The difference is the same as between Bevy's regular triggers and events. We aim to mirror the Bevy API and simply make it networked.

Events are buffered and pull-style, while triggers are called on commands flush and can target entities and components. Triggers were introduced in Bevy 0.14. Generally, you should use triggers for events that happen rarely and events for things that need to be processed in batches.

15
submitted 2 weeks ago* (last edited 2 weeks ago) by [email protected] to c/bevy
 

It’s a crate for server-authoritative networking. We use it for Project Harmonia, but it's general-purpose.

Kinda our 30th anniversary πŸ˜… This release introduces remote triggers. The API is similar to our networked events. Here’s a quick showcase for client triggers:

app.add_client_trigger::<DummyEvent>(ChannelKind::Ordered)
    .add_observer(receive_events)
    .add_systems(Update, send_events.run_if(client_connected));

fn send_events(mut commands: Commands) {
    commands.client_trigger(DummyEvent);
}

fn receive_events(trigger: Trigger<FromClient<DummyEvent>>) {
    info!("received event {:?} from {:?}", trigger.event, trigger.client_id);
}

Server triggers have a similar API. Targeting entities is also supported.

We now also provide an example backend and examples that directly from the bevy_replicon repo. The examples have also been re-written to take advantage of the latest Bevy and Replicon features.

πŸ“œFull changelog πŸ“¦bevy_replicon

8
Bindings menu example (cdn.masto.host)
submitted 2 weeks ago by [email protected] to c/bevy
 

Refined the bindings menu for my game and ported it into a standalone example for bevy_enhanced_input.

Alice (the author of LWIM) and I quite like the main concepts of the crate, and we’re planning to refine it further to create the ultimate input manager πŸ™‚

 

Thanks to ongoing work on no_std, people continue to try running Bevy on unusual platforms.

Today, @Mathspy from Discord managed to run it on the Playdate:

For what it's worth, Bevy's app, ECS, math, state work on the playdate with no patches
And Bevy's time works with a minor patch https://github.com/bevyengine/bevy/pull/17577

For rendering they're making playdate render calls in PostUpdate: https://github.com/Mathspy/bevydate/blob/1b4f02adcde079cf9757fd3c7d20331c9ab04513/src/lib.rs#L429-L441

 

Thanks to ongoing work on no_std, people continue to try running Bevy on unusual platforms.

Today, @Mathspy from Discord managed to run it on the Playdate:

For what it's worth, Bevy's app, ECS, math, state work on the playdate with no patches
And Bevy's time works with a minor patch https://github.com/bevyengine/bevy/pull/17577

For rendering they're making playdate render calls in PostUpdate: https://github.com/Mathspy/bevydate/blob/1b4f02adcde079cf9757fd3c7d20331c9ab04513/src/lib.rs#L429-L441

11
submitted 3 weeks ago* (last edited 3 weeks ago) by [email protected] to c/bevy
 

Thanks to ongoing work on no_std, people continue to try running Bevy on unusual platforms.

Today, @Mathspy from Discord managed to run it on the Playdate:

For what it's worth, Bevy's app, ECS, math, state work on the playdate with no patches
And Bevy's time works with a minor patch https://github.com/bevyengine/bevy/pull/17577

For rendering they're making playdate render calls in PostUpdate: https://github.com/Mathspy/bevydate/blob/1b4f02adcde079cf9757fd3c7d20331c9ab04513/src/lib.rs#L429-L441

[–] [email protected] 1 points 3 weeks ago (1 children)

Ah, you are right. But I didn't know where to upload them. What would you use for files?

[–] [email protected] 2 points 3 weeks ago

Just additional supported platform for the engine. This also showcases how flexible Bevy is - I don't think you can port Unreal Engine, Unity or even Godot to GBA.

It's possible thanks to the ongoing work on no_std support for Bevy. This simplifies porting to other platforms.

[–] [email protected] 1 points 3 weeks ago

That's sad 😒

I heard that the antenna issue can be fixed manually, but it's not an easy fix.

10
Remote triggers (github.com)
submitted 3 weeks ago by [email protected] to c/bevy
 

Spend last week working on remote triggers for bevy_replicon.

Tried many approaches and finally satisfied with the implementation and public API.

Client triggers example:

app.add_client_trigger::<DummyEvent>(ChannelKind::Ordered)
    .add_observer(receive_events)
    .add_systems(Update, send_events.run_if(client_connected));

fn send_events(mut commands: Commands) {
    commands.client_trigger(DummyEvent);
}

fn receive_events(trigger: Trigger<FromClient<DummyEvent>>) {
    let FromClient { client_id, event } = trigger.event();
    info!("received event {event:?} from {client_id:?}");
}

Server triggers example:

app.add_server_trigger::<DummyEvent>(ChannelKind::Ordered)
    .add_observer(receive_events)
    .add_systems(Update, send_events.run_if(server_running));

fn send_events(mut commands: Commands) {
    commands.server_trigger(ToClients {
        mode: SendMode::Broadcast,
        event: DummyEvent,
    });
}

fn receive_events(trigger: Trigger<DummyEvent>) {
    info!("received event {:?} from server", trigger.event());
}

Observers are so nice, I use them in my game a lot and not having them networked was quite limiting.

After a review from second maintainer I will merge it and draft a new release πŸ™‚

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