@@ -186,10 +186,10 @@ Features:
186
186
modernisation.
187
187
188
188
[ @flukejones ] [ flukejones_twitter ] has been very busy in the last 4 months completing
189
- many parts of ROOM4DOOM; rendering, subsystems for menus, statusbar , intermissions,
189
+ many parts of ROOM4DOOM; rendering, subsystems for menus, status bar , intermissions,
190
190
and of course the actual gameplay - you can now complete Doom 1 in ROOM4DOOM.
191
191
192
- A recent Twitter thread has been cleaned up and expanded in to a blog post providing
192
+ A recent Twitter thread has been cleaned up and expanded into a blog post providing
193
193
context to the project and a walk-through of the history.
194
194
You can view that [ here] [ room4doom_blog ] .
195
195
@@ -234,7 +234,7 @@ A new [trailer][hgs_trailer] just landed showcasing new animations, the new
234
234
Hong Kong location, and camera modes.
235
235
236
236
Meanwhile, private beta-testing is well underway with good feedback regarding
237
- boat controls and physics, netcode and software stability, Rust for sure
237
+ boat controls and physics, netcode, and software stability, Rust for sure
238
238
delivered on all the promises here.
239
239
240
240
The first set of Sailing rules has also been implemented and part of the
@@ -279,7 +279,7 @@ is over, you can still find the
279
279
- More work was done on the [ Jungle Biome visuals] [ wor-jungle ]
280
280
- Dynamic gradient overlays were added to the engine to give a sense of depth
281
281
- Fixed bug where Nvidia drivers would incorrectly trigger the crash dump writer
282
- - Fixed a long running draw call sorting problem that could lead to popping
282
+ - Fixed a long- running draw call sorting problem that could lead to popping
283
283
- Fixed an audio failure when unplugging the active speaker
284
284
285
285
[ wor ] : https://store.steampowered.com/app/1110620/Way_of_Rhea/?utm_campaign=tmirgd&utm_source=n34
@@ -297,9 +297,9 @@ _A glorious flight to distant lands_
297
297
Fortress and Cube World.
298
298
299
299
In May, work was done on Wyvern models. Smoke was improved from houses, and now
300
- has different colours and strenghts . A rib cage generator was added, so now
300
+ has different colours and strengths . A rib cage generator was added, so now
301
301
there are large bone structures from ancient times around the world. Level of
302
- detail objects were added, so trees can now be seen on far off mountains. This
302
+ detail objects were added, so trees can now be seen on far- off mountains. This
303
303
makes the world feel significantly more alive. A lot of work was done on the
304
304
performance of the game server, as Veloren has been seeing over 100 concurrent
305
305
players at peak on the server nearly every day for the past few weeks.
@@ -390,7 +390,7 @@ it hit version 0.25 which added a lot of new functionality:
390
390
- Better serializer error recovery.
391
391
- Tons of small improvements and fixes.
392
392
393
- Some time after, the engine hit version 0.26 which was primarily focused on bug fixing,
393
+ Sometime after, the engine hit version 0.26 which was primarily focused on bug fixing,
394
394
but also added some interesting features:
395
395
396
396
- Project template generator.
@@ -421,7 +421,7 @@ the effort of removing all the `sapp` legacy.
421
421
Changes include:
422
422
423
423
- No more ` sapp-* ` crates. Now it's just one crate, miniquad!
424
- No mess with individual crates any more , no FFI for
424
+ No mess with individual crates anymore , no FFI for
425
425
miniquad - sapp communication.
426
426
- On Linux, miniquad does not depend/statically link with lib* -dev packages.
427
427
Miniquad can choose between glx/egl, x11/wayland at runtime.
@@ -439,7 +439,7 @@ Changes include:
439
439
Some highlights from the project's [ latest dev log] [ dims-post ] :
440
440
441
441
- [ A terrain tool] ( https://youtube.com/watch?v=jgkhsY8aZO8 ) that allows
442
- quick landscapes creation while still making sure that the biomes
442
+ quick landscape creation while still making sure that the biomes
443
443
are unique and diverse.
444
444
- [ A tool to let creators script gameplay events] [ dims-video-1 ]
445
445
without having ever done any programming.
@@ -472,7 +472,7 @@ _Discussions:
472
472
showing how to use custom WGSL shaders in Bevy.
473
473
474
474
The series walks through the documentation to understand why steps are done in
475
- order to build a clear theoretical understanding of Bevy's high level abstractions.
475
+ order to build a clear theoretical understanding of Bevy's high- level abstractions.
476
476
477
477
- The first of the three videos covers the bare minimum needed
478
478
to render a material;
@@ -553,7 +553,7 @@ _Discussions:
553
553
![ Robocave screenshot] ( robocave.jpg )
554
554
555
555
[ This article] [ fsharp-rust-voxel ] walks through the process of rewriting an F#
556
- game in Rust. It explores the similarities between the languages, and talks
556
+ game in Rust. It explores the similarities between the languages and talks
557
557
about using simple code constructs where possible. It talks about the Rust
558
558
crates used to help with the process. Finally, it goes over a conclusion
559
559
comparing the speed of both versions of the games, and the sizes of the
@@ -571,8 +571,8 @@ of ["Game Development with Rust and WebAssembly"][wasm-gamedev-book].
571
571
572
572
In this episode, lots is discussed about
573
573
why Rust is becoming a good language for game development,
574
- different game engines, is Rust web ready,
575
- insights on Rust game development, and Eric's writing process.
574
+ different game engines, is Rust web- ready,
575
+ insights on Rust game development, and Eric's writing process.
576
576
577
577
[ rustacean-station ] : https://rustacean-station.org
578
578
[ rustacean-station-66 ] : https://rustacean-station.org/episode/066-eric-smith
@@ -584,7 +584,7 @@ insights on Rust game development, and Eric's writing process.
584
584
[ ![ YouTube preview: title] ( gfs-youtube-preview.jpg )] [ gfs-video ]
585
585
586
586
[ GamesFromScratch shared a YouTube video] [ gfs-video ] with an overview of
587
- the most popular engines, frameworks and libraries for Rust game development,
587
+ the most popular engines, frameworks, and libraries for Rust game development,
588
588
including: Amethyst, Piston, Bevy, Fyrox, ggez, godot-rust, raylib, SDL2, and SFML.
589
589
590
590
[ gfs-video ] : https://youtube.com/watch?v=mLXwR88Dzkc
@@ -594,7 +594,7 @@ including: Amethyst, Piston, Bevy, Fyrox, ggez, godot-rust, raylib, SDL2, and SF
594
594
![ Book cover with a MEAP mark] ( book-multiplayer.png )
595
595
596
596
The [ "Multiplayer Game Development in Rust"] [ book-multiplayer ] book by
597
- [ @Extrawurst ] and [ @lyonbeckers ] is now aviable in Manning Early Access Program.
597
+ [ @Extrawurst ] and [ @lyonbeckers ] is now available in Manning Early Access Program.
598
598
599
599
> Multiplayer Game Development in Rust teaches you to construct
600
600
> your own multiplayer game. You’ll build a simple game client,
@@ -703,10 +703,10 @@ enabling multi-language scripting (currently in Lua and Rhai).
703
703
704
704
The plugin is in early stages but as of now supports:
705
705
706
- - Handling events at multiple points of your stage pipeleine .
706
+ - Handling events at multiple points of your stage pipeline .
707
707
- Sending events to specific, or all scripts.
708
708
- Setting event priority to order your callbacks.
709
- - Defining custom state and API's at initialization.
709
+ - Defining custom state and APIs at initialization.
710
710
- Sending run-time error events (to for example show them in an in-game console).
711
711
- One-shot scripts.
712
712
0 commit comments