Shatur

joined 2 years ago
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[–] [email protected] 2 points 11 hours 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.

[–] [email protected] 2 points 1 day 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.

[–] [email protected] 2 points 1 day 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.

I’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.

[–] [email protected] 14 points 1 week 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.

 

It’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.

📜Full changelog 📦bevy_replicon

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

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

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

but capacitive (most new touch screens) don’t seem to detect the Wacom pen

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

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

This is very helpful, thank you a lot!

How is the passive cooling? Does it get hot?

[–] [email protected] 5 points 3 weeks ago

That's interesting details, thanks!

I saw a few posts on their reddit, like this, they were positive, but no one mentioned the drawing aspect...

 

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?

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

Awesome, thank you!

[–] [email protected] 2 points 3 weeks ago (2 children)

How is your drawing experience?

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

How is your drawing experience?

20
submitted 4 weeks ago* (last edited 4 weeks ago) by [email protected] to c/[email protected]
 

Someone has already started modding the port for Dreamcast😄

 

This is now running on a 16MB stock Dreamcast!

23
Initial roads support (files.mastodon.social)
submitted 1 month ago by [email protected] to c/bevy
 

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

Added initial editor for roads, reusing some logic from the walls implementation.

Currently, I'm using segments for road creation, but I plan to add Bezier curves to allow for curved walls and roads. Maybe I should use Bezier curves even for straight lines 🤔

I also need to use a texture without road markings for connection islands and implement rounding for turns.

But wanted to share the current progress :)

 

Recently discovered this project. Looks very interested. The screenshot on GitLab is outdated, here is a more recent one:

Source: https://xcancel.com/poiitidis/status/1817919660949405842

6
submitted 1 month ago* (last edited 1 month ago) by [email protected] to c/[email protected]
 

My wife just finished playground asset pack for our life simulation game :)

Here are the renders in Blender:

 

I'm working on a life simulator game and want to share some progress :)

I found that Tonemapping::AcesFitted better fits the game aesthetic. With a little bit of bloom and an environment map, it looks much nicer.

My wife also made more placeable objects, and I finished refactoring into new features from Bevy 0.14. Substates are so convenient!

 

While I am refactoring the code to new features from Bevy 0.14, my wife continues making models.

I think Bevy can look attractive. However, I am still not fully satisfied with my lighting configuration and will come back to it later.

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