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 Enhanced Input 0.1.0 is out!
Dynamic and contextual input mappings for Bevy. Contribute to projectharmonia/bevy_enhanced_input development by creating an account on GitHub.
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
, orAttack
. - Assign actions to different contexts like
OnFoot
orInCar
, 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 Input 0.1.0 is out!
Dynamic and contextual input mappings for Bevy. Contribute to projectharmonia/bevy_enhanced_input development by creating an account on GitHub.
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
, orAttack
. - Assign actions to different contexts like
OnFoot
orInCar
, 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 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
, orAttack
. - Assign actions to different contexts like
OnFoot
orInCar
, 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.
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
Migrated navigation from oxidized_navigation to vleue_navigator
Video
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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.
Migrated navigation from oxidized_navigation to vleue_navigator
Video
Click to view this content.
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.
Bug fixes, refactoring and physics migration
Video
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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.
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.
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.
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!
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...
Continue to improve city building tools
Video
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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.
Continue to improve building tools
Video
Click to view this content.
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.
Bevy is a refreshingly simple data-driven game engine built in Rust. It is free and open-source forever!
🧬 Bevy Replicon 0.28.1 is out!
Fixed Client event buffering.
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.
🧬 Bevy Replicon 0.28.1 is out!
Fixed Client event buffering.
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.
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.
I have a small question about the keyboard :) How does it connect to the tablet? Via pins, it's not BT?
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.
This is very helpful, thank you a lot!
How is the passive cooling? Does it get hot?
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
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.
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?
Awesome, thank you!
How is your drawing experience?
How is your drawing experience?
GTA III Dreamcast Sonic Edition
Someone has already started modding the port for Dreamcast😄
Our next Heroes of the Storm patch is live! Read on for more information.
Substantial improvement to GTA3 on the Dreamcast
This is now running on a 16MB stock Dreamcast!
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 ...
- 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
Thank you!
This will definitely come in handy, offsetting is quite hard. For segments it's much simpler.
I didn't intentionally draw the letter, I just wanted to showcase a nice shape :)
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.
Thanks for the info!
Here is the link for people who don't use X: https://xcancel.com/gideonzhi/status/1819215914988196204
Yep, it's just a fork that makes it compatible with the Dreamcast.
Ah, I can do it inside the client, thank you!
How did you enable merge conflict resolution for KeePassXC databases?