#bevy
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glitchven · 1 year ago
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I made these for pride month while i was still doing the art challenge. I waz supposed to draw each starter holding a pride flag but then i gave up :p yall can have these 3 for pride month
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canmom-art · 5 months ago
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I put my demo on Pouet. I'm a real demoscener now :D
Source code (Rust+Bevy) here; and for that matter, video:
youtube
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bowyooo · 1 year ago
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that one scene with the ladder
he’s wicked witch of the east, bro
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g bevy explains décomptage
YOU GONNA LOOK HIM IN THE EYE AND TELL HIM HIM THAT HES WRONG IS HE WRONG
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tulipsnflowers · 1 year ago
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So , uh, hi? I blame @chaos-era and @nayvwriter for this one. Quickly ( n poorly) made PMV! Wooo!!
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zandyland · 4 months ago
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Solar System Sim Progress
I've added light (and thus body phases), which makes everything look quite a bit nicer. Ideally once the starfield is in place, planets will be practically indistinguishable from stars except for their brightness and color!
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dvdnvk · 4 months ago
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dontcode · 2 years ago
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I'm building a SDF (signed distance field) 3d modeller in rust with bevy. Lot's of UIs and features to build, but I'm happy of what I've done so far:
moving
scaling
rotating
saving/loading scenes
plus a lot of work under the hood: shaders, data structures, etc.
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chaussurre · 8 months ago
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I haven't had the opportunity to try it yet but the bevy 0.15 update looks legit insane. Really hyped.
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Beverly C. Jaegers - You And Your Hand: A Textbook of Modern Hand Analysis - Aries Productions - 1974
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b9horpet · 2 years ago
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#codetober 2023. 10. 07.
Had to relearn the workings of bevy. I vaguely remembered how to create systems so for most of the things I wanted to do I had to look it up in the docs or in the examples.
So far the component definitions were being worked on. Have to think about the interactions they have to start on the systems part.
Small victories.
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What's your least favorite thing about programming?
Boring. Tedious. Repetitive. Mundane. Tasks.
Seriously, most of programming is at least a little bit boring. Need to connect APIs with some glue code? Have to create another special case to handle a weird edge case? Must write doxygen comments over every damn function to satisfy the project requirements? These things.
Basically the "rest of the fucking owl" so to speak.
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tulipsnflowers · 1 year ago
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Hey look it's a quick piece! Just something I wanted to do, to get my blog back on Nexomon track, it's Nara to nobody's shock!
Inspired by @zscyber 's fic with the whole time when Nara helped will Arqua, but I'm not sure if it's a draw of that scene or not.
Oh well, anyway, art!
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tastefulwoodencabinet · 22 days ago
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Devlog #1
This is the first entry in a series of devlogs i'm writing to accompany the work im doing on my (as yet untitled) game. I'm writing this for myself as much as anything else, the game may never be complete, this may be the final entry.
Background
Many details are up in the air at the moment, but I can at least talk about my sources of inspiration.
Citizen Sleeper by JumpOverTheAge (and it's sequel) is probably one of my top games of the 2020's so far. Beyond the writing (which is excellent and far, far beyond my own abilities) I think the general structure of the gameplay, and it's use of clocks. The way those games are able to present several ongoing threads of the story in a way that is easy to follow is really admirable.
Ostranauts by BlueBottle Games has some fantastic world-building. In a broad sense, that is the sort of thing I'm going for. We'll see how successful I am.
Wikipedia articles about doomed arctic expeditions of the 19th century are another source of inspiration. These are great reading. Isolation and cascading failures are things I'd like to feature in my work.
Setting
My current idea is to set the game on a martian colony on a half-way terraformed Mars, that is all but abandoned by earth although largely self-sufficient. The idea is that the colony is a project for which enthusiasm and funds have dried up, leaving the the planet with an unstable, generally unpleasant climate. There's obviously some parallels being drawn here to the impacts of climate change on earth.
On the topic of self-sufficiency, I like the idea that one way in which this colony isn't self-sufficient is that it lacks the ability to manufacture modern microprocessors. This could introduce an interesting dynamic where older equipment is more advanced than newer, and not readily replaceable. It also ives a good answer to the question "Why isn't everything run by robots?" which I find satisfying.
Gameplay
There are a couple of key game concepts I have in mind.
TASKS are the most central element of gameplay. They are things that the player is aiming to complete. They do this by assigning PERSONNEL and EQUIPMENT. Depending on the resources allocated, the task will take a certain amount of time to complete. Completion will generally result in progressing the story.
PERSONNEL are essentially the cast of characters. The story will be centered around a journey of sorts, so there will necessarily be a crew.
EQUIPMENT encompasses anything non-human that might be required to complete a task, or perhaps just give some benefit to doing so.
LOCATIONS are self-explanatory. Tasks, personnel and equipment are all located at a location. To be assigned to a task, PERS and EQPT must be at the same location as the task.
VEHICLES occupy a role somewhere between location and equipment. On one hand they may be required to complete some tasks, and made unavailable while assigned. On the other hand, they are the means for traveling between locations, so in a sense they are a location themselves.
Engine
I've decided to run with Bevy, and write the game in rust. It's a language I quite like and enjoy writing and I really like the way bevy is structured around the ECS (Entity, Component, Systems) system. I personally prefer it to the very object-oriented approach of other engines.
Current Status
So what does progress look like so far? Well there's a few basic things done. Namely the locations are implemented in a very simple form, but importantly, can be defined in a toml file and loaded by the game. Currently connectivity is tracked by an undirected graph data structure from the petgraph crate. This will be useful if I need to do any pathfinding, but the more I think about it, the edges of the graph should probably be represented by entities in the ECS, after all, I already represent the nodes that way, that's what locations are!
I've made a start on tasks, but this is quite a complex topic. Especially regarding how progress on tasks is updated. The game will be roughly turn-based, but rather than have each turn represent a fixed amount of time, I would like pressing next turn to be more like a fast forward to next interesting event button. What this means is setting up a schedule of times to stop at. This will be complicated but ultimately I think this will end up being quite a nice, flexible system. The goal is to be able to use the same turn system for both the slow paced parts of the game, where tasks might be, say, 6-hour long things, as well as the more intense parts of the game, where a task could be something more high stakes that happens on the scale of minutes or seconds. This is something I havn't really seen much of before (maybe for good reason lol) but I thought it would be interesting to attempt.
Anyway I'm gonna keep writing these, perhaps anyone who reads them will learn something with me along the way.
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dontcode · 2 years ago
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I was debugging the wrong part of my code for literally days. Checking my vector math and rewriting it a couple of times. I tried multiple new approaches, but things still looked wrong. Then I looked at a part where I did simple stuff: copying data around to the shader.
material.control_point_positions[num_control_points as usize].x = point.position.x; material.control_point_positions[num_control_points as usize].y = point.position.y; material.control_point_positions[num_control_points as usize].x = point.position.z;
Can you spot the mistake?
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donnabronwyn · 23 days ago
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DUCKS, please take note, if the Swans can form a line, So CAN you!! X. DB.
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weird-things-to-think · 9 months ago
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A bevvy iz like, wen yoo got lotz of stuff, like burds or frends or peepul, but like, all in one spot? Soo if yoo got a bevvy of ducks, it meen all the ducks iz hangin out in one big flappin group, makin quak noizes an whatnot. Or if itz peepul, then itz like a bunch, maybe at a partee or sumthin. An they all jus there, bein a bevvy, y'know? So, bevvy is kinda like "many" but fancy an' olde soundin.
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kick-the-clouds · 9 months ago
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Everyone Deserves to See Themselves.
It’s easy to think that what we see in movies, shows, and books is “just fiction.” But what if fiction was the only place we could see ourselves?
Representation isn’t a trend or a box to check—it’s a lifeline. When someone sees a character who looks like them, thinks like them, or loves like them, it sends a message: “You exist, and you matter.” For too long, people from diverse backgrounds, identities, and experiences have watched stories that ignore, distort, or belittle who they are. But when media includes everyone, it does more than entertain; it validates, it affirms, and it heals.
Think about the young Black girl who, for the first time, saw a hero who looked like her in Black Panther and felt that she could be powerful, bold, and proud. Or consider the young LGBTQ+ teenager who found solace in Heartstopper and learned that their love and their life are worth celebrating. These stories give people permission to be themselves and to dream without boundaries. The impact is real. Studies have shown that positive representation can boost self-esteem, especially for young people. When children see characters who share their struggles and strengths, they grow up knowing that they’re not alone.
Representation also shapes how we see others. When we meet someone who is different, our minds connect them to the stories we’ve seen, the characters we know, the feelings we understand. Media can break down barriers, unravel stereotypes, and build bridges. Encanto showed us the magic of Colombian culture; Moana let us explore Polynesian myths; The Farewell invited us into the tender, complex relationships in an Asian American family. By watching, we learn to value lives that may look different from ours.
So, let’s champion representation. Not just for diversity’s sake, but for humanity’s. Because the world is richer when everyone can see themselves in the stories we tell. And maybe, when we include everyone in our stories, we build a world that feels a little bit more like home for all of us.
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