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𧬠Bevy Replicon 0.27.0 is out!
github.com Release Bevy Replicon 0.27.0 Β· projectharmonia/bevy_repliconChanged Update to Bevy 0.14.0-rc.4. Move bevy_replicon_renet to a dedicated repository. ServerEventsPlugin and ClientEventsPlugin can be disabled on client-only and server-only apps respectively. ...
Itβs a crate for server-authoritative networking. We use it for Project Harmonia, but it's general-purpose.
This release adds support for Bevy 0.14.0 and includes features from the previous RC. I like Bevy's new release candidate process a lot!
But it will take some time for the messaging backends to update. The bevy_replicion_renet that I maintain needs the renet crate to be updated to Bevy 0.14 first.
πFull changelog π¦bevy_replicon
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Update on development
I took a small break from developing Project Harmonia. But I planning to get back soon!
I last month I was asked to move my translation app under KDE umbrella. Since I'm a KDE fan, I couldn't refuse π
The migration is almost done, will draft a new release soon.
After that, I plan to return to the game development.
I didn't stop working on
bevy_replicon
, though :) -
𧬠Bevy Replicon 0.27.0-rc.3 is out!
github.com GitHub - projectharmonia/bevy_replicon: Server-authoritative networking crate for the Bevy game engine.Server-authoritative networking crate for the Bevy game engine. - projectharmonia/bevy_replicon
Itβs a crate for server-authoritative networking.
We usually don't make breaking changes when a Bevy release is around the corner, but decided to make a small exception for this one :)
This release adds support for Bevy 0.14.0-rc.4 and splits the crate functionality by features. For example, for headless server you can disable
client
feature. By default all features, exceptdiagnostics
are enabled, so you have the same set of plugins as before. But most plugin authors will need to adddefault-features = false
.πFull changelog π¦bevy_replicon
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𧬠Bevy Replicon 0.27.0-rc.1 is out!
Itβs a crate for server-authoritative networking.
Bevy has started drafting release candidates to let users test them before the actual release. And I think it's awesome!
This release adds support for Bevy 0.14.0-rc.2. There are no functional changes.
We haven't released
bevy_replicon_renet
because we need to wait forbevy_renet
. However, other crates, including other messaging backends, won't be blocked.π¦bevy_replicon
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Running on Steam Deck
Bought the device a few days ago. And of course I tried to run the game on it. Bevy engine supports it natively since it's just a regular x86 with GNU/Linux.
The game runs great. I get stable 90 FPS (90Hz is the refresh rate of the device) consuming only 13.1 W. The UI is a little big and controls aren't adapted well for gamepads, but I will fix it later.
The console itself is also a nice machine for development. Next I will write about my development setup π
As you may know, it runs SteamOS with KDE and based on ArchLinux.
Packages mostly mirror official ArchLinux repositories, but there are some additions and everything is compiled by Valve. So you can even install SuperTuxKart or GNOME π
Another difference from vanilla ArchLinux is immutable file system. You can make it writable via a single command in terminal, but each update wipes all changes made to the system. Home directory remains untouched.
Because of the immutable filesystem, I decided to try Flatpak. It installs packages into the user's home directory. Therefore, such apps won't be removed after an update.
But I faced some limitations due to containerization. For example, the Firefox extension for KeePassXC does not work because apps can't interact with each other. And it's not suited for installing stuff like compilers or libraries. So I decided to explore other options.
Next, I tried to create a script that I planned to run after each update. It installs all the packages I need through the system package manager.
But packages on SteamOS are older then in Archlinux. For example, Neovim on SteamOS is 0.9, but on ArchLinux it's 0.10, so I had to downgrade my configuration. And it causes incompatibilities with AUR. For example, I couldn't install Crow Translate because of it.
Another problem with such script is that Valve nuked
/usr/include
directory to free space. All packages are present, but the folder is missing. It makes sense for a gaming device, but I need it to compile packages from AUR.It can be solved by reinstalling all packages that put files into
/usr/include
. But it causes another problem π Allocated space for/
is limited and you quickly run out of space after restoring headers and installing a couple of packages.Then I decided to try Distrobox. It creates containers that tightly integrated with the host system. It even comes pre-installed on the Steam Deck.
And I like it a lot! It is very easy to use and combines the advantages of both approaches. All packages will persist across updates and I have access to all packages that I have on my regular PC. Graphical apps look native and can interact with each other.
The game on photos was compiled on the Steam Deck π₯°
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𧬠Bevy Replicon 0.26.0 is out!
𧬠Bevy Replicon 0.26.0 is out!
It's a networking crate for the Bevy game engine that we use for @projectharmonia.
In this release, we have completely reworked the events.
The public API for events has not changed, except that custom systems have been replaced with serialization and deserialization functions.
In addition, all network event registration functions can be used on regular events, automatically making them network events.
π https://github.com/projectharmonia/bevy\_replicon/blob/master/CHANGELOG.md π¦https://crates.io/crates/bevy\_replicon
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Object side snapping
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Object side snapping
Implemented a special component that allows the sides of objects to snap to others with the same component. Bevy's gizmo was very helpful in visualizing the math.
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𧬠Bevy Replicon 0.25.0 is out!
𧬠Bevy Replicon 0.25.0 is out!
It's a networking crate for the Bevy game engine that we use for @projectharmonia.
Here are some highlights: \- Group-based replication rules, similar to queries. \- Deserialization and writing now defined separately. \- Writing now based on markers for more flexibility. \- Deserialization in-place now can be customized.
π https://github.com/projectharmonia/bevy\_replicon/blob/master/CHANGELOG.md π¦https://crates.io/crates/bevy\_replicon
Also check out π¦ https://github.com/NiseVoid/bevy\_bundlication for a bundle-like API for replication groups.
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Vintage counter
Vintage counter
Added vintage counter from this post to the game: https://toot.garden/@YaraGardaria/112322312099954470
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Continue working on kitchen furniture
Continue working on kitchen furniture
Just finished another object.
Verts: 710 Tris: 1128
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Networking improvements
Networking improvements
Over the past few weeks, I was mostly focused on networking. Me and the author of bevy\_bundlication have decided to collaborate. The plan is to abstract his crate over bevy\_replicon and ensure that rollback crates could be used together with it nicely. After a lot of discussions, we came up with a very elegant API and today I finally finished implementing it! A few follow-ups will be needed, but everything should be ready soon :)
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First game furniture
First game furniture
Added vintage table model from this post to the game: https://toot.garden/@YaraGardaria/112231421650294108
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Switched from earcutr to earcut-rs
Switched from earcutr to earcut-rs
earcutr is an excellent crate for polygon triangulation. But it's API isn't convenient to use with Bevy. Recently discovered this crate that I wanted to share with others: https://github.com/MIERUNE/earcut-rs It's generic over indices and provides a way to reuse allocations.
I found it quite convenient to use for cutting holes in walls. My walls are 3D, but I cut wall planes in 2D and generate the rest of the mesh.
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Bevy on PinePhone Pro
Bevy on PinePhone Pro
Bevy can run on Android phones. But what about GNU/Linux phones? I decided to find out using my PinePhone Pro with RK3399.
Managed to run my game using WGPU\_SETTINGS\_PRIO=webgl2. But couldn't get past the main menu due to limited features of the GPU. π’
But simple 2D games like breakout example runs!
Right now I working on networking for the game, but this evening I decided to tinker with my device a little.
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Added ground texture
Added ground texture
Made by @YaraGardaria. We just tired of boring gray ground π
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Implemented automatic door opening
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Implemented automatic door opening
In my initial implementation, doors opened when a character approached them. But imagine simply walking past the doors and having them open unexpectedly π
In the current implementation, I analyze navigation paths to determine if characters pass through a door.
Additionally, I added small visual feedback for wall placement, fine-tuned navigation, made a few QoL improvements, and fixed a bunch of bugs.
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When you screw up a little with math
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When you screw up a little with math
Tried to adjust my mesh generation logic :)
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𧬠bevy_replicon v0.24.0 is out!
𧬠bevy\_replicon v0.24.0 is out!
It's a high-level networking crate for the Bevy game engine.
This release is big! We abstracted out all I/O and renet dependency. We will continue to provide first-party integration with renet via bevy\_replion\_renet. But now users can write their own integration with other messaging libraries.
See the changelog for a full list of changes: https://github.com/projectharmonia/bevy\_replicon/blob/master/CHANGELOG.md
π¦https://crates.io/crates/bevy\_replicon π¦https://crates.io/crates/bevy\_replicon\_renet
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Wall collisions
Wall collisions
Currently I create colliders for my walls based on their meshes. It's a dirty but working solution.
But meshes sometimes need to be updated separately from their colliders (for placing previews, for example).
I described the situation to @YaraGardaria and although she is not a programmer, she suggested an awesome solution: create several cuboid colliders separated by doors. No triangulation needed! Sometimes fresh perspective helps a lot :)
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First window for the game
First window for the game
I decided to make a plastic window which is common in my land.
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Updated my game to Bevy 0.13
Updated my game to Bevy 0.13
I started playing with Bevy since 0.5 and I have to say that the development speed has increased greatly! Releases are huge, it's nice to see how the engine evolves.
Updating the game also becomes more harder because you have to deal with all the changes at once π Even with their excellent migration guides it can be difficult sometimes. Fortunately, the developers were very helpful and helped resolve all my issues.
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𧬠bevy_replicon v0.23.0 is out!
𧬠bevy\_replicon v0.23.0 is out!
It's a high level networking crate for the Bevy game engine.
Now we support Bevy 0.13. With this release we now use the improved Bevy's MapEntities trait instead of our custom one.
See the changelog for a full list of changes: https://github.com/projectharmonia/bevy\_replicon/blob/master/CHANGELOG.md
The crate is based on renet, but for the next release we planning to abstract out all I/O. We will continue to provide
renet
integration via separate crate. -
𧬠bevy_replicon v0.22.0 is out!
𧬠bevy\_replicon v0.22.0 is out!
It's a high level networking crate for the Bevy game engine.
Now mapped client events will not be drained and will behave exactly like other events. But it's a small breaking change since such events now require a Clone impl.
See the changelog for a full list of changes: https://github.com/projectharmonia/bevy\_replicon/blob/master/CHANGELOG.md
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Reworked object placing
Video
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Reworked object placing
Improved logic and added visual feedback.
Also switched from bevy\_rapier to bevy\_xpbd. My game only needs collision detection and with bevy\_xpbd I can disable unnecessary logic by toggling plugins. So convenient! It was an easy transition since the API is very similar. The author is also very active and helpful.
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Implemented door placement
Video
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Implemented door placement
Boolean operations in 3D are quite heavy. But fortunately, each wall can be represented as two 2D planes.
To determine which 2D shape I need to cut from the mentioned planes, I add a special plane in Blender with "Cutout" name. This is what The Sims series do.
And for all doors located on a wall I triangulate combined vertices using earcutr. The library API doesn't fit well with Bevy, but it does the trick.
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Improved wall generation
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Improved wall generation
Now walls are separate meshes and take full advantage of ECS, including change detection to rebuild only changed parts.
The new approach also automatically fixed some bugs and enabled instant update of other walls that were affected by currently spawning wall.
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Added UV for generated walls
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Added UV for generated walls
It was an interesting task and I learned a lot about how meshes are represented internally.
Initially I used 8 vertices for each wall. But then I discovered that if I needed a different color and normal for each side, then I needed a different vertex! So I reworked the mesh generation to make 20 vertices per mesh (for each side with no bottom).
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Added placeable Retro TV object
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Added placeable Retro TV object
The model made by @YaraGardaria
Bevy looks quite nice with normal maps and good lighting settings.
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First door almost done.
First door almost done. Very boring but necessary object. This door I want dynamically recolor in building mode. Only animation is left.
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𧬠bevy_replicon v0.21.1 is out!
𧬠bevy\_replicon v0.21.1 is out!
It's a high level networking crate for the Bevy game engine.
After quite some R&D from UkoeHB in Discord and I, the library now features entity visibility control for clients!
The new companion crate bevy\_replicon\_attributes extends replicon visibility with a highly ergonomic attributes-based API.
See the changelog for a full list of changes: https://github.com/projectharmonia/bevy\_replicon/blob/master/CHANGELOG.md
π¦https://crates.io/crates/bevy\_replicon π¦https://crates.io/crates/bevy\_replicon\_attributes
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Love Bevy asset reloading feature!
Video
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Love Bevy asset reloading feature!
To implement object buttons reloading when changing metadata files, I simply added a system that respawns buttons when metadata changes. Complete separate preview system automatically updates the image. So convenient.