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Shatur Shatur @lemmy.ml
Posts 185
Comments 258
🎮 Bevy Enhanced Input 0.1.0 is out!
  • Thanks!

    It should work seamlessly since Steam Input operates at a lower level.
    The app will receive the already-mapped input, so no additional handling needed.

  • Bevy Engine @lemmy.world Shatur @lemmy.ml

    🎮 Bevy Enhanced Input 0.1.0 is out!

    github.com GitHub - projectharmonia/bevy_enhanced_input: Dynamic and contextual input mappings for Bevy

    Dynamic and contextual input mappings for Bevy. Contribute to projectharmonia/bevy_enhanced_input development by creating an account on GitHub.

    GitHub - projectharmonia/bevy_enhanced_input: Dynamic and contextual input mappings for Bevy

    It's a crate for dynamic and contextual input mappings for Bevy, inspired by Unreal Engine Enhanced Input.

    I really like the UE approach and decided to bring it to Bevy.

    Despite being the first release, it's packed with features:

    • Map inputs from various sources (keyboard, gamepad, etc.) to gameplay actions like Jump, Move, or Attack.
    • Assign actions to different contexts like OnFoot or InCar, which are regular components.
    • Activate or deactivate contexts by simply adding or removing components.
    • Control how actions accumulate input from sources and consume it.
    • Layer multiple contexts on a single entity, controlled by priority.
    • Apply modifiers to inputs, such as dead zones, inversion, scaling, etc., or create custom modifiers by implementing a trait.
    • Assign conditions for how and when an action is triggered, like "hold", "tap", "chord", etc. You can also create custom conditions, such as "on the ground".
    • React on actions with observers.

    I've implemented everything from UE and even added some extras. The crate also has ~90% test coverage.

    📦bevy_enhanced_replicon

    0

    🎮 Bevy Enhanced Input 0.1.0 is out!

    github.com GitHub - projectharmonia/bevy_enhanced_input: Dynamic and contextual input mappings for Bevy

    Dynamic and contextual input mappings for Bevy. Contribute to projectharmonia/bevy_enhanced_input development by creating an account on GitHub.

    GitHub - projectharmonia/bevy_enhanced_input: Dynamic and contextual input mappings for Bevy

    It's a crate for dynamic and contextual input mappings for Bevy, inspired by Unreal Engine Enhanced Input.

    I really like the UE approach and decided to bring it to Bevy.

    Despite being the first release, it's packed with features:

    • Map inputs from various sources (keyboard, gamepad, etc.) to gameplay actions like Jump, Move, or Attack.
    • Assign actions to different contexts like OnFoot or InCar, which are regular components.
    • Activate or deactivate contexts by simply adding or removing components.
    • Control how actions accumulate input from sources and consume it.
    • Layer multiple contexts on a single entity, controlled by priority.
    • Apply modifiers to inputs, such as dead zones, inversion, scaling, etc., or create custom modifiers by implementing a trait.
    • Assign conditions for how and when an action is triggered, like "hold", "tap", "chord", etc. You can also create custom conditions, such as "on the ground".
    • React on actions with observers.

    I've implemented everything from UE and even added some extras. The crate also has ~90% test coverage.

    📦bevy_enhanced_replicon

    2

    🎮 Bevy Enhanced Input 0.1.0 is out!

    It's a crate for dynamic and contextual input mappings for Bevy, inspired by Unreal Engine Enhanced Input.

    I really like the UE approach and decided to bring it to Bevy.

    Despite being the first release, it's packed with features:

    • Map inputs from various sources (keyboard, gamepad, etc.) to gameplay actions like Jump, Move, or Attack.
    • Assign actions to different contexts like OnFoot or InCar, which are regular components.
    • Activate or deactivate contexts by simply adding or removing components.
    • Control how actions accumulate input from sources and consume it.
    • Layer multiple contexts on a single entity, controlled by priority.
    • Apply modifiers to inputs, such as dead zones, inversion, scaling, etc., or create custom modifiers by implementing a trait.
    • Assign conditions for how and when an action is triggered, like "hold", "tap", "chord", etc. You can also create custom conditions, such as "on the ground".
    • React on actions with observers.

    I've implemented everything from UE and even added some extras. The crate also has ~90% test coverage.

    Finally released! Next up, I'll be migrating the game to use it. After it I will need to implement some requested features for bevy_replicon.

    📦bevy_enhanced_replicon

    0

    Input management

    Over the past two weeks, I have been working on an input management plugin.

    LWIM crate is good, but I wanted to try a different approach inspired by the Unreal Engine Enhanced Input.

    If you have never used it, I explained the approach in the README, where you can also find a link to UE's documentation.

    I finished the implementation and added examples, but I still need to write tests and improve the documentation. Planning to release it soon and continue focusing on the game :)

    https://github.com/projectharmonia/bevy_enhanced_input

    0

    Migrated navigation from oxidized_navigation to vleue_navigator

    I'm working on a life simulation game with the working title Project Harmonia and would like to share my progress.

    I migrated navigation from oxidized_navigation to vleue_navigator.

    It uses the novel Polyanya algorithm instead of the classical A*.

    I faced a few issues during the migration, but the author helped me resolve them all. He even dumped the navmesh of the house I built in the game and created a test named after the project 😅

    I also implemented skipping points that the agent has projected past to prevent jitter when multiple points are close to each other.

    0

    Migrated navigation from oxidized_navigation to vleue_navigator

    It uses the novel Polyanya algorithm instead of the classical A*.

    I faced a few issues during the migration, but the author helped me resolve them all. He even dumped the navmesh of the house I built in the game and created a test named after the project 😅

    I also implemented skipping points that the agent has projected past to prevent jitter when multiple points are close to each other.

    0

    Bug fixes, refactoring and physics migration

    This week, I was fixing bugs (there were a lot!) and refactoring.

    I finally migrated the game's physics from XPBD to Avian. The migration was seamless since we're only using it for picking, collision checking, and navigation for now 😅

    It's worth noting that I also switched from Avian's global Position component to Bevy's relative Transform, as the global Position breaks when there are multiple cities.

    0
    GTA III port to Dreamcast now have stable 30 FPS
  • 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.

  • GTA III port to Dreamcast now have stable 30 FPS
  • 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.

  • GTA III port to Dreamcast now have stable 30 FPS
  • This port works with dual sticks as you would expect. It's not a vanilla GTA III, it's based on Re3 project.

  • GTA III port to Dreamcast now have stable 30 FPS

    The progress is incredible!

    12
    docs.google.com Resurgence of the Storm Patchnotes 1.1.1

    Resurgence of the Storm Hotfix Patch Notes - 12/8/2024 Quick Navigation Heroes Bug Fixes Heroes Click on a hero name or role to go to their changes. TANK BRUISER HEALER MELEE RANGED SUPPORT Kharazim Tyrande Return to Top Healer Kharazim Talents Leve...

    Resurgence of the Storm Patchnotes 1.1.1
    0

    Continue to improve city building tools

    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.

    0

    Continue to improve building tools

    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.

    0
    bevyengine.org I landed my dream job making a Rust game engine. Now what?

    Bevy is a refreshingly simple data-driven game engine built in Rust. It is free and open-source forever!

    I landed my dream job making a Rust game engine. Now what?
    2

    🧬 Bevy Replicon 0.28.1 is out!

    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

    0

    🧬 Bevy Replicon 0.28.1 is out!

    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

    0

    Continue replacing new models

    Got sick last week, finally back to the game. Working on undo/redo system. Continue replacing the old models. The old bench is on the left, and the new one is on the right.

    !bench

    0
    Anyone owns StarLite 5? Curious if it's good for drawing
  • I have a small question about the keyboard :) How does it connect to the tablet? Via pins, it's not BT?

  • Anyone owns StarLite 5? Curious if it's good for drawing
  • 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.

  • Anyone owns StarLite 5? Curious if it's good for drawing
  • This is very helpful, thank you a lot!

    How is the passive cooling? Does it get hot?

  • Anyone owns StarLite 5? Curious if it's good for drawing
  • 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...

  • Anyone owns StarLite 5? Curious if it's good for drawing

    starlabs.systems StarLite 12.5-inch

    Its fanless design ensures your StarLite will never make more than a whisper - unless you want it to. The Mk V supports coreboot open source firmware which you can effortlessly configure to your preferences via our coreboot configurator.

    StarLite 12.5-inch

    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?

    25

    GTA III Dreamcast Sonic Edition

    Someone has already started modding the port for Dreamcast😄

    2
    news.blizzard.com Heroes of the Storm Live Patch Notes - August 12, 2024

    Our next Heroes of the Storm patch is live! Read on for more information.

    Heroes of the Storm Live Patch Notes - August 12, 2024
    0

    Substantial improvement to GTA3 on the Dreamcast

    This is now running on a 16MB stock Dreamcast!

    1
    docs.google.com Resurgence of the Storm Patchnotes 1.1

    Resurgence of the Storm Patch Notes - 9/8/2024 Quick Navigation Quick Navigation General New Battleground: Buried Backwoods New Hero: Delta New Hero: Anub’arak New Hero: Johanna New Hero: Greymane Heroes Bug Fixes General Welcome Resurgence of the Storm 1.1, our biggest update yet! Along ...

    Resurgence of the Storm Patchnotes 1.1
    • Meet Delta Emblock, a new RotS-original hero.
    • New map!
    • Changes to EVERY hero!
    • More heroes ported from HotS!
    • NEW MUSIC! Listen to Delta's theme or the Resurgence of the Storm theme! (Details in the update video)
    • New Discord bot, say hi to Talandar! He responds to [help]

    Watch the update video here: https://youtu.be/mURH_2yjo00?feature=shared

    0
    Initial roads support
  • Thank you!

    This will definitely come in handy, offsetting is quite hard. For segments it's much simpler.

  • Initial roads support
  • I didn't intentionally draw the letter, I just wanted to showcase a nice shape :)

  • Reworking old models
  • It just looks a little out of style compared to other objects:

    The artist just want it to be consistent😅 Also the new mesh and UV have much better quality.

    The game is easily moddable, so users can add whatever they like. You just put a text-based file with the info and a model in GLTF format alongside it, and the objects appear in the game.

  • regta3dc - a WIP port of GTA III for the Dreamcast
  • Yep, it's just a fork that makes it compatible with the Dreamcast.

  • Google Says Sorry After Passwords Vanish For 15 Million Windows Users.
  • Ah, I can do it inside the client, thank you!

  • Google Says Sorry After Passwords Vanish For 15 Million Windows Users.
  • How did you enable merge conflict resolution for KeePassXC databases?

  • Played with Bevy rendering
  • Here is before and after: