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#projectharmonia

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🎮 Bevy Enhanced Input 0.9.0 is out!

It's an input manager for Bevy, inspired by Unreal Engine Enhanced Input.

This release contains many changes, most notably the component-based API for contexts.
We've also reworked the documentation, now including a quick-start guide that walks you through the API.
@alice_i_cecile and I would appreciate your feedback 🙂

📜 github.com/projectharmonia/bev
📦 crates.io/crates/bevy_enhanced

Input manager for Bevy. Contribute to projectharmonia/bevy_enhanced_input development by creating an account on GitHub.
GitHubbevy_enhanced_input/CHANGELOG.md at master · projectharmonia/bevy_enhanced_inputInput manager for Bevy. Contribute to projectharmonia/bevy_enhanced_input development by creating an account on GitHub.

Added a component-style API for bevy_enhanced_input!

It's an input manager crate for Bevy, inspired by Unreal Engine Enhanced Input.

I love our trigger-based API, but the push-style API needed improvement. Previously, users had to read values from a resource - unergonomic and a bit confusing.

Now, contexts are components! This makes our push-style API similar to LWIM while keeping all the trigger-based ergonomics 🙂

See more details in the PR:
github.com/projectharmonia/bev

Issues with the current design

While the trigger-based (push-style) API is awesome, we have an unergonomic pull-style API. Users need to access the registry, then obtain the context, and only then...
GitHubComponent-based API by Shatur · Pull Request #60 · projectharmonia/bevy_enhanced_inputBy Shatur

🧬 Bevy Replicon 0.32.0 is out!

It's a networking crate for the Bevy game engine.

A small release with improvements to the messaging backends API and ergonomics. I wanted to draft these changes before Bevy 0.16 to simplify the migration.

I also drafted a new RC release that supports Bevy 0.16 with no_std support! Nothing is feature-gated, the crate now completely no_std.

📜 github.com/projectharmonia/bev
📦 crates.io/crates/bevy_replicon

Server-authoritative networking crate for the Bevy game engine. - projectharmonia/bevy_replicon
GitHubbevy_replicon/CHANGELOG.md at master · projectharmonia/bevy_repliconServer-authoritative networking crate for the Bevy game engine. - projectharmonia/bevy_replicon

🎮 Bevy Enhanced Input 0.8.0 is out!

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

After some brainstorming with @alice_i_cecile I replaced trait-based context creation with triggers.
It was quite a significant refactor, but defining reloadable bindings in observers is so convenient.

See the changelog for more details

📜 github.com/projectharmonia/bev
📦 crates.io/crates/bevy_enhanced

Input manager for Bevy. Contribute to projectharmonia/bevy_enhanced_input development by creating an account on GitHub.
GitHubbevy_enhanced_input/CHANGELOG.md at master · projectharmonia/bevy_enhanced_inputInput manager for Bevy. Contribute to projectharmonia/bevy_enhanced_input development by creating an account on GitHub.

🧬 Bevy Replicon 0.31.0 is out!

It's a networking crate for the Bevy game engine.

Connected clients are now represented as entities, and all related APIs are now component-based.

We also switched from Bincode to Postcard. This provides better varint serialization and opens the door for no_std support after the 0.16 release.

I also rewrote the quick start guide. Feedback about it is highly appreciated!

📜 github.com/projectharmonia/bev
📦 crates.io/crates/bevy_replicon

Server-authoritative networking crate for the Bevy game engine. - projectharmonia/bevy_replicon
GitHubbevy_replicon/CHANGELOG.md at master · projectharmonia/bevy_repliconServer-authoritative networking crate for the Bevy game engine. - projectharmonia/bevy_replicon

🧬 Bevy Replicon 0.30.0 is out!

It's a networking crate for the Bevy game engine.

Kinda our 30th anniversary 😅 This release introduces remote triggers. The API is similar to our networked events.

We now also provide an example backend and examples that directly from the bevy_replicon repo.
The examples have also been re-written to take advantage of the latest Bevy and Replicon features.

📜 github.com/projectharmonia/bev
📦 crates.io/crates/bevy_replicon

🎮 Bevy Enhanced Input 0.7.0 is out!

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

Actions now have a parameter that requires inputs to reset to zero before activation and continue consumption after context removal until they return to zero. This is very useful if you want to use the same input to toggle between contexts.

See the changelog for more details.

📜 github.com/projectharmonia/bev
📦 crates.io/crates/bevy_enhanced

Input manager for Bevy. Contribute to projectharmonia/bevy_enhanced_input development by creating an account on GitHub.
GitHubbevy_enhanced_input/CHANGELOG.md at master · projectharmonia/bevy_enhanced_inputInput manager for Bevy. Contribute to projectharmonia/bevy_enhanced_input development by creating an account on GitHub.

🎮 Bevy Enhanced Input 0.6.0 is out!

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

It's a small release. I'm quite happy with the API, just wanted to make a few adjustments. Most notably, the smooth modifier now based on StableInterpolate::smooth_nudge from Bevy 0.15 for proper interpolation across frames!

See the changelog for more details.

📜 github.com/projectharmonia/bev
📦 crates.io/crates/bevy_enhanced

Input manager for Bevy. Contribute to projectharmonia/bevy_enhanced_input development by creating an account on GitHub.
GitHubbevy_enhanced_input/CHANGELOG.md at master · projectharmonia/bevy_enhanced_inputInput manager for Bevy. Contribute to projectharmonia/bevy_enhanced_input development by creating an account on GitHub.

Finally migrated #projectharmonia to Bevy 0.15!

Getting it to compile wasn't too hard, thanks to the migration guide and deprecation warnings.

I took the time to rewrite my logic using new features like observers, fallible params, required components, picking, etc. The rewrite is massive: 98 files changed, 5197 insertions, 6303 deletions. And that's excluding Cargo.lock - it's all code.

I really like the changes. They made the code much clearer. Next, I plan some work on my crates.

Played with the lighting setup.

Switched from ACES to TonyMcMapface (Bevy's default). While ACES is very common, it forces a very specific aesthetic and makes everything look burned. TonyMcMapface is "boring", but it's good because it provides more control over the aesthetic.

I also tweaked the lighting color, adjusted the environment map intensity, and disabled bloom.

Here is the before and after.

Over the last two weeks, I worked on walls.
I needed precise placement for apartment building.

- Added angle and length visualization.
- Lengths and angles are now rounded (can be disabled by holding Alt).
- Added ordinal angle snapping (can be enabled by holding Shift).
- Simplified and optimized mesh generation.

I need a dashed gizmo style to make it look nicer. I opened an issue and it was implemented in less than 24 hours.
Bevy development velocity is 🤯

Running my game on Retroid Pocket Mini

When I migrated to bevy_enhanced_input, I added gamepad support and thought it'd be fun to try it on this device.

It runs Android, but making it work was surprisingly easy - just a few tweaks.
Unfortunately, GilRs doesn’t support Android 😢
So, for now, I can only use touch controls, which I’ll properly support later.

Not very useful at this stage, but tinkering with stuff like this keeps me motivated for bigger tasks.

🎮 Bevy Enhanced Input 0.5.0 is out!

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

Working on my game right now and making adjustments to the API along the way.
This release allows attaching modifiers and conditions to sets and improves the ergonomics of the Negate modifier.

:git: github.com/projectharmonia/bev
📦 crates.io/crates/bevy_enhanced

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

🧬 Bevy Replicon 0.29.0 is out!

It's a networking crate for the Bevy game engine.

This release, I focused on improving the API for possible rollback crates. Currently, there is only one crate in development by other developer that implements a Rocket League rollback style.

I also improved the serialization. Replication messages are now more compact thanks to variable integer encoding, while still using a single buffer for performance.

📦crates.io/crates/bevy_replicon

crates.iocrates.io: Rust Package Registry

🎮 Bevy Enhanced Input 0.3.0 and 0.4.0 are out!

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

Highlights:
- Action events now output statically known types (bool, f32, Vec2, Vec3), depending on the action.
- Assign inputs, modifiers, and conditions like Bevy systems via tuples.

Two releases to simplify the upgrade:
- 0.3.0 with all the improvements.
- 0.4.0 updates to Bevy 0.15.

📦 crates.io/crates/bevy_enhanced

crates.iocrates.io: Rust Package Registry

I've been working on bevy_replicon for the last two weeks.

Originally, I planned to make a small change to include the number of updates in the message (needed for prediction) but ended up completely reworking the serialization 😅 Typical me.
This change improves message packaging. For example, in our statistics test, we use only 16 bytes for a test message instead of 33!

github.com/projectharmonia/bev

Okay, it's time to go back to the original change I wanted to make 😄

GitHubRework messages serialization by Shatur · Pull Request #352 · projectharmonia/bevy_repliconBy Shatur