Bevy Jam #7 starts in 2 days! It isn't too late to sign up!
itch.io/jam/bevy-jam-7
Bevy Jam #7 starts in 2 days! It isn't too late to sign up!
itch.io/jam/bevy-jam-7
Bevy 0.18 is out now!
It features Atmosphere Occlusion and PBR Shading, Generalized Atmospheric Scattering Media, Solari features, PBR Fixes, Font Variations, Automatic Directional Navigation, Fullscreen Materials, Cargo Feature Collections, Camera Controllers, and more!
bevy.org/news/bevy-0-...
It is high time we started tracking these things as a matter of course in a standardized way. This has already caught a ton of regressions.
I've read doc.rust-lang.org/nomicon/phan... and rust-lang.github.io/rfcs/0738-va...
Some of the rationale behind not defaulting feels wild to me, given how clunky and common it is in practice. "Phantom type parameters occur relatively rarely anyhow" does not ring true to me.
In a language where you can define some Foo trait for behaviors that don't take "self" as a parameter (ex: Foo::do_thing()), it feels pretty wild to me that being generic on that behavior requires anything more than specifying that you want MyType<T: Foo>.
Can someone explain to me why the PhantomData<fn() -> T> behavior cannot be the default implied behavior for unused types in Rust? (aka: pretend T is not stored on the type ... because it isn't).
PhantomData comes up constantly for me in safe code and it feels SO clunky to me.
It has been a month since Bevy's fifth birthday. We asked the community to reflect on the past year and outline their hopes and dreams for the next year.
You can read the community's reflections on Bevy's fifth year here:
bevy.org/news/communi...
They can advocate to other maintainers to cut one of us
They can stop funding the Bevy Foundation
They can move contributions / development activity elsewhere
One key distinction is that the Bevy Foundation is controlled 100% by the maintainers (by nature of being them). The board can depose me or you at any time. Which is good.
The community at large has less direct levers to pull:
Yeah I'd say we're pretty pirate-ey. Community-driven, consensus focused development. Equal (and modest) pay of Bevy Foundation employees. The less fun "keep things running/moving" work falls on Foundation employees if nobody else does it.
The Foundation board is every maintainer and nobody else.
Fantasy Fencer - Dev Journal 1 is live! My first dev journal video, yay! πΈ
I cover the current in-dev version of the game (0.3) and plans for future features on the way to 1.0! πΊοΈ
Check it out! πΌ
youtu.be/O4dloP3gHTM
#indiedev #gamedev
Not quite sure how this happened, but I just noticed our margins are a bit of a stretch of the stated "~$3": hoodie is $3.98, crewneck is $4.73, and Tee is $4.08. I'll personally Venmo or Paypal anyone that wants a refund of the difference: forward cart@bevy.org your receipt, and your relevant info
Technically yesterday actually :)
Today is Bevy's fifth birthday! As always, I've used this as a chance to reflect on the past year and outline my hopes and dreams for the next year of #bevy:
bevy.org/news/bevys-f...
A polished commercial #visualnovel? In #rust?! Made with #bevy?! Better believe it :D
Long Story 2 looks super cute, and I'm beyond happy that our #opensource engine could play a role in bringing it to life. Check it out at store.steampowered.c...
π¦ added charged flowers
π¦ ..which grant a lot 'fortune'
𦫠..and drop special items
π breaking boulders can lightly charge nearby flowers
#bevyengine #rustlang #gamedev #solodev #cozygame
π¦ added UI notifications for:
π reaching a new 'level'
π¦ gaining a 'fortune'
πΏοΈ (optional) restored mana
π¦ββ¬ (optional) lost/restored health
#bevyengine #rustlang #gamedev #solodev #cozygame
Arcs and Chains! Now to change the model of notes attached to those chains...
#beatsaber #bevy #bevyengine #rustlang
spent way too much time but I'm happy with tabbed settings
#rust #bevy #gamedev #ui
I've been working on a #beatsaber map viewer (and hopefully one day, editor) that supports V3/group lighting. Still has a long way to go, but I think I finally have a promising design.
#bevy #bevyengine #rustlang
The results of Bevy Jam #6 are in!
We had 403 participants, 98 submissions, and 2,203 votes, making this the biggest #Bevy Jam ever!
The winner of Bevy Jam #6 is ... A Fistful of Boomerangs!
4d4xfun.itch.io/bevy-jam-6
And here are the jam results:
itch.io/jam/bevy-jam...
Nope! Weβve always used bevyengine.org. Bevy.org was owned by someone else, and until recently they were not responding to our offers.
After years of yelling into the void, the void finally answered our call! The Bevy Foundation has acquired the bevy.org domain, and as of today it is live as our official domain!
Everything has been updated, including our Bluesky handle (which is now @bevy.org) and all official emails.
It is almost time for Bevy Jam #6, the official #Bevy game jam!
The jam starts on May 31st (8 days from now) and runs until June 8th.
You can sign up, read the rules, and find teammates here:
itch.io/jam/bevy-jam-6
I just released version 0.3 of Avian, an ECS-driven #physics engine for @bevyengine.org.
Highlights include observable collision events, collision hooks, physics diagnostics, reworked contact pair management, and Bevy 0.16 support.
The announcement can be found here:
joonaa.dev/blog/08/avia...
Looks like the same pattern my last triplanar mapped shader left on a sphere, so either itβs right or weβre both wrong :)
Takes me back. That was long before Bevy.
All this chatter about how Rust is supposedly bad for game development is the exact same chatter I used to read about how Rust is bad for server-side apps, or desktop apps, or OS kernels, or libraries to be called from C, etc. etc. 1/2
Really excited about this release. The performance wins were HUGE this cycle, and we've made a lot of progress on the app development user experience.
It took me a year to finally set up (it taking this long was fully on me ... I got tired of doing paperwork), but I'm officially employee number 2 of the #Bevy Foundation!