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content/news/033/index.md

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@@ -37,13 +37,9 @@ Feel free to send PRs about your own projects!
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- [Learning Material Updates](#learning-material-updates)
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- [Tooling Updates](#tooling-updates)
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- [Library Updates](#library-updates)
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- [Popular Workgroup Issues in Github](#popular-workgroup-issues-in-github)
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- [Other News](#other-news)
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- [Meeting Minutes](#meeting-minutes)
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- [Discussions](#discussions)
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- [Requests for Contribution](#requests-for-contribution)
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- [Jobs](#jobs)
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- [Bonus](#bonus)
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<!--
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Ideal section structure is:
@@ -73,13 +69,13 @@ If needed, a section can be split into subsections with a "------" delimiter.
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![Gamedev meetup poster](gamedev-meetup.png)
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The 15th Rust Gamedev Meetup took place in April. You can watch the
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recording of the meetup [here on Youtube][gamedev-meetup-video]. The meetups
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take place on the second Saturday every month via the [Rust Gamedev Discord
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The 15th Rust Gamedev Meetup took place in April. You can watch the recording of
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the meetup [here on Youtube][gamedev-meetup-video]. The meetups take place on
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the second Saturday every month via the [Rust Gamedev Discord
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server][rust-gamedev-discord] and are also [streamed on
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Twitch][rust-gamedev-twitch]. If you would like to show off what you've been
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working on at the next meetup on [May 14th][rust-meetup-time], fill out
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[this form][gamedev-meetup-form].
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working on at the next meetup on [May 14th][rust-meetup-time], fill out [this
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form][gamedev-meetup-form].
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[gamedev-meetup-video]: https://youtu.be/okWFrfaaADs
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[rust-gamedev-discord]: https://discord.gg/yNtPTb2
@@ -91,7 +87,8 @@ working on at the next meetup on [May 14th][rust-meetup-time], fill out
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The 2nd Rust Graphics Meetup will take place on the [21st of May, at 16:00
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UTC+0][graphics-meetup-time]. This meetup is a chance to show off what you've
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been working on in the graphics community, or see what other people have been doing!
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been working on in the graphics community, or see what other people have been
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doing!
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If you're interested in speaking, please fill out the
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[form][graphics-meetup-form]. You can also [watch one of the
@@ -106,10 +103,10 @@ talks][rend3-graphics-meetup-talk] from the first meetup.
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![arcade cabinet](arcade_cabinet.gif)
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[Carlo][carlosupina] is building a custom arcade cabinet that will be at
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RustConf 2022 in Portland. It is an opportunity for Rust game developers to share their
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games with the broader community. If you are interested in getting your game on
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the cabinet, read [this Twitter thread][arcade-cabinet-thread] and fill out the
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[interest form][arcade-interest-form].
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RustConf 2022 in Portland. It is an opportunity for Rust game developers to
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share their games with the broader community. If you are interested in getting
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your game on the cabinet, read [this Twitter thread][arcade-cabinet-thread] and
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fill out the [interest form][arcade-interest-form].
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[carlosupina]: https://twitter.com/carlosupina
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[arcade-cabinet-thread]: https://twitter.com/carlosupina/status/1523715837726961664
@@ -125,8 +122,8 @@ the cabinet, read [this Twitter thread][arcade-cabinet-thread] and fill out the
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mechanics being produced by [@masonremaley][wor-mason-remaley] in a custom Rust
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engine. It has a demo available [on Steam][wor].
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Way of Rhea was recently [shown off at PAX East!][wor-pax] A
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[minor patch][wor-update] has been released to the demo with post-PAX fixes:
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Way of Rhea was recently [shown off at PAX East!][wor-pax] A [minor
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patch][wor-update] has been released to the demo with post-PAX fixes:
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- An issue that made the last puzzle in the third forest level difficult to
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navigate with a controller was worked around
@@ -139,9 +136,9 @@ a gate if you held left while sliding)
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- The game can now generate mini dumps on Windows and Linux in the event that it
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crashes and if given consent, forward them to the developer for analysis
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You can stay up to date with the latest Way of Rhea developments by
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[following it on Steam][wor], signing up for [their mailing list][wor-newsletter],
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or joining [their Discord][wor-discord].
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You can stay up to date with the latest Way of Rhea developments by [following
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it on Steam][wor], signing up for [their mailing list][wor-newsletter], or
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joining [their Discord][wor-discord].
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[wor]: https://store.steampowered.com/app/1110620/Way_of_Rhea/?utm_campaign=tmirgd&utm_source=n33
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[wor-pax]: https://twitter.com/AnthropicSt/status/1517129411790843905
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![BITGUN gameplay](bitgun-release-optimized.gif)
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_BITGUN gameplay_
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[BITGUN] ([Discord], [Twitter]) by [@darth] and [@shosanna]
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is an action roguelite zombie shooter with difficult and
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satisfying combat you can learn and master.
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Guns break quickly and you lose all your gear when you die.
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[BITGUN] ([Discord], [Twitter]) by [@darth] and [@shosanna] is an action
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roguelite zombie shooter with difficult and satisfying combat you can learn and
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master. Guns break quickly and you lose all your gear when you die.
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The game was just released on Steam!
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It has been developed by a programming duo
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called LogLog Games.
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They have been working on it for the past year and it is
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their biggest game so far (they also have 2 smaller games).
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[BITGUN] is written in Godot Engine but it is using
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Rust language extensively (it has around 7500 lines of Rust
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and 4200 lines of GDScript).
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The game was just released on Steam! It has been developed by a programming duo
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called LogLog Games. They have been working on it for the past year and it is
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their biggest game so far (they also have 2 smaller games). [BITGUN] is written
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in Godot Engine but it is using Rust language extensively (it has around 7500
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lines of Rust and 4200 lines of GDScript).
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The main changes from the demo version of the game:
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@@ -236,17 +229,17 @@ April's full weekly devlogs: "This Week In Veloren...":
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Oasis of Lost Hope is a game where fertile ground is steadily consumed by dark,
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barren land called blight. Water helps defend an area from being consumed, but
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reserves are finite. The player needs to collect ore to build more irrigation
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towers and delay doom for a few more seconds. Yet one thing is certain: the
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days of fertile land are counted.
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towers and delay doom for a few more seconds. Yet one thing is certain: the days
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of fertile land are counted.
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The game is an entry for the Ludum Dare 50 Jam, the theme of which was "Delay
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the Inevitable". It has been developed by setzer22 and Bromeon and
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[open-sourced on GitHub][oasis-gh]. The game is built on top of godot-rust
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alongside GDScript. The Rust language is not exactly known for fast
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prototyping, but with a slightly less safety-conservative fork of godot-rust,
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the game jam experience was surprisingly smooth. When modeling mechanics such
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as the expanding blight or the water pipe network, Rust really showed its
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strength as a strongly typed and fast language.
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the Inevitable". It has been developed by setzer22 and Bromeon and [open-sourced
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on GitHub][oasis-gh]. The game is built on top of godot-rust alongside GDScript.
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The Rust language is not exactly known for fast prototyping, but with a slightly
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less safety-conservative fork of godot-rust, the game jam experience was
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surprisingly smooth. When modeling mechanics such as the expanding blight or the
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water pipe network, Rust really showed its strength as a strongly typed and fast
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language.
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[oasis-gh]: https://github.com/Bromeon/LudumDare50
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@@ -288,24 +281,32 @@ _Discussions: [/r/rust_gamedev][ees-reddit]_
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![bevy mushroom](bevy_mushroom.jpg)
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_Creative Commons 'Stylized mushrooms' scene by QumoDone rendered in Bevy._
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[Bevy][bevy] is a refreshingly simple data-driven game engine built in Rust. It is
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[free and open source][bevy-git] forever!
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[Bevy][bevy] is a refreshingly simple data-driven game engine built in Rust. It
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is [free and open source][bevy-git] forever!
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Bevy 0.7 was a massive community effort. You can check out the
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[full release blog post here][bevy-blog], but here are some highlights:
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Bevy 0.7 was a massive community effort. You can check out the [full release
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blog post here][bevy-blog], but here are some highlights:
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- [Skeletal animation and mesh skinning][bevy-animation]
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- [GLTF animation importing][bevy-gltf]
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- [Unlimited* point lights in a scene][bevy-unlimited]
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- [Improved clustered forward rendering: dynamic/adaptive clustering and faster, more accurate cluster assignment][bevy-light-opt]
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- [Compressed texture support (KTX2 / DDS / .basis): load more textures in a scene, faster][bevy-compressed]
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- [Compute shader / pipeline specialization: Bevy's flexible shader system was ported to compute shaders, enabling hot-reloading, shader defs, and shader imports][bevy-compute]
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- [Render to texture: cameras can now be configured to render to a texture instead of a window][bevy-render-texture]
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- [Improved clustered forward rendering: dynamic/adaptive clustering and faster,
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more accurate cluster assignment][bevy-light-opt]
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- [Compressed texture support (KTX2 / DDS / .basis): load more textures in a
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scene, faster][bevy-compressed]
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- [Compute shader / pipeline specialization: Bevy's flexible shader system was
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ported to compute shaders, enabling hot-reloading, shader defs, and shader
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imports][bevy-compute]
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- [Render to texture: cameras can now be configured to render to a texture
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instead of a window][bevy-render-texture]
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- [Flexible mesh vertex layouts in shaders][bevy-vertex]
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- [ECS improvements: Order systems using their names, Query::many_mut, use conflicting parameters in systems via ParamSets, WorldQuery derives][bevy-ecs]
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- [Documentation improvements: better examples, more doc tests, and more coverage][bevy-docs]
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- [ECS improvements: Order systems using their names, Query::many_mut, use
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conflicting parameters in systems via ParamSets, WorldQuery derives][bevy-ecs]
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- [Documentation improvements: better examples, more doc tests, and more
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coverage][bevy-docs]
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- [More audio control: pause, volume, speed, and looping][bevy-audio]
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- [Power usage options to enable only updating Bevy Apps when input occurs][bevy-power]
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- [Power usage options to enable only updating Bevy Apps when input
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occurs][bevy-power]
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_Discussions:
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[/r/rust](https://www.reddit.com/r/rust/comments/u4e63h/bevy_07/),
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Dims is an open-world creation platform.
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In their latest [dev log][dims-dev-log] they
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demonstrate a new foliage rendering and spawning system, which automatically
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spawns foliage and trees based on "habitat rules". This means a user
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can simply "paint" a world and it will get populated with plants and rocks
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automatically.
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In their latest [dev log][dims-dev-log] they demonstrate a new foliage rendering
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and spawning system, which automatically spawns foliage and trees based on
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"habitat rules". This means a user can simply "paint" a world and it will get
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populated with plants and rocks automatically.
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They are also planning to host a screenshot competition in the next few weeks
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for anyone who would like to try out the platform and create their own
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landscapes. Sign up for the newsletter on their website to get notified when
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it starts!
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landscapes. Sign up for the newsletter on their website to get notified when it
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starts!
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_Discussions:
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[Foliage rendering on reddit][dims-foliage],
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![Eldiron Image](eldiron_screen.png)
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_Behavior Nodes of Eldiron_
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[Eldiron] ([GitHub](https://github.com/markusmoenig/Eldiron), [Discord](https://discord.gg/ZrNj6baSZU),
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[Twitter](https://twitter.com/MarkusMoenig)) by [@markusmoenig](https://github.com/markusmoenig)
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is a creator for classic role playing games (RPGs) written in Rust.
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[Eldiron] ([GitHub][eldiron-github], [Discord][eldiron-discord],
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[Twitter][eldiron-twitter]) by [@markusmoenig] is a creator for classic role
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playing games (RPGs) written in Rust.
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Eldiron v0.5 features inbuild tilemaps, a node-based behavior system
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and region editors.
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Eldiron v0.5 features inbuild tilemaps, a node-based behavior system and region
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editors.
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Development Updates in April:
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- Support for 4 layers of tiles for game regions.
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This enables transparency and support for top-down and isometric views.
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- Support for 4 layers of tiles for game regions. This enables transparency and
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support for top-down and isometric views.
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- Game regions can now contain named areas.
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- Areas can contain behavior nodes to spawn monsters, lay traps, or
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displace tiles (for example to open a door).
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- Areas can contain behavior nodes to spawn monsters, lay traps, or displace
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tiles (for example to open a door).
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- New "Systems" module to create behavior for Combat and soon for Crafting,
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Magic and more. System behavior trees can be called from any character.
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Eldiron v1 will be able to create any kind of RPG utilizing square tiles,
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like the classical Ultima series.
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Eldiron v1 will be able to create any kind of RPG utilizing square tiles, like
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the classical Ultima series.
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[Eldiron]: https://www.eldiron.com
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[eldiron-github]: https://github.com/markusmoenig/Eldiron
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[eldiron-discord]: https://discord.gg/ZrNj6baSZU
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[eldiron-twitter]: https://twitter.com/MarkusMoenig
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[@markusmoenig]: https://github.com/markusmoenig
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### [Hotham][hotham]
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![Game Development with Rust and WebAssembly Book Cover](game-development-rust-webassembly.png)
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[Game Development with Rust and WebAssembly][wasm-gamedev] by
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Eric Smith (a.k.a [@paytonrules][wasm-gamedev-twitter])
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was published in April. It takes a tutorial approach to lead the reader
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through building an endless runner using Rust and WebAssembly. You can play
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the completed game [here][wasm-gamedev-game].
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[Game Development with Rust and WebAssembly][wasm-gamedev] by Eric Smith (a.k.a
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[@paytonrules][wasm-gamedev-twitter]) was published in April. It takes a
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tutorial approach to lead the reader through building an endless runner using
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Rust and WebAssembly. You can play the completed game [here][wasm-gamedev-game].
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From the summary: This book is an easy-to-follow reference to help you develop
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your own games, teaching you all about game development and how to create an
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### [Why I choose to build my game from scratch][why-article]
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[@HeavyRain266] published an article, '[Why I choose to build my game from scratch][why-article]',
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a short story about their implementation of the game 'Forbidden Valley'
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from scratch in Rust. The author aims to show how much you can learn
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from building your dream game without the help of any game engine.
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[@HeavyRain266] published an article, '[Why I choose to build my game from
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scratch][why-article]', a short story about their implementation of the game
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'Forbidden Valley' from scratch in Rust. The author aims to show how much you
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can learn from building your dream game without the help of any game engine.
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_Discussions: [r/rust_gamedev][why-article]_
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![devlog logo](brontefy-me.jpg)
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@hedgein ([Github][hedgein-github], [Twitch][hedgein-twitch]) started a
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devlog series called Brontefy Me. This series walks through the development
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of games in the [Bevy engine][bevy]. There are two episodes released so
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far. The [first episode][brontefy-me-episode-1] focuses on getting up
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and running with the engine, and the [second episode][brontefy-me-episode-2]
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starts expanding into game mechanics.
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@hedgein ([Github][hedgein-github], [Twitch][hedgein-twitch]) started a devlog
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series called Brontefy Me. This series walks through the development of games in
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the [Bevy engine][bevy]. There are two episodes released so far. The [first
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episode][brontefy-me-episode-1] focuses on getting up and running with the
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engine, and the [second episode][brontefy-me-episode-2] starts expanding into
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game mechanics.
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[brontefy-me-episode-1]: https://www.youtube.com/watch?v=DdD6VhmEIiU
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[brontefy-me-episode-2]: https://www.youtube.com/watch?v=tx31BKX0yIA
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![Logo](vismut.png)
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[Vismut] ([GitLab][Vismut], [Zulip][vismut-zulip]) by [@lukors]
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will be a procedural texturing tool.
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[Vismut] ([GitLab][Vismut], [Zulip][vismut-zulip]) by [@lukors] will be a
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procedural texturing tool.
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[Version 0.5][vismut-0.5] contains a brand new backend to create a better base
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for future improvements. A [blog post][vismut-blog] describes the differences
@@ -504,8 +507,8 @@ selection for easier targeting.
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Rust backend, users can now create new documents of specified sizes and export
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artwork as PNG/JPG with new File menu dialogs.
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- **Pack it up:** The web component of the stack was finally upgraded to
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Webpack 5 which cleans up a mess of outdated dependencies.
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- **Pack it up:** The web component of the stack was finally upgraded to Webpack
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5 which cleans up a mess of outdated dependencies.
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[Open the editor][graphite-live-demo] in your browser and give it a try.
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always trying to stay out of your way. The idea is that you can use it as a
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foundation layer or backend for your next app, game engine, or game.
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The latest version [v0.3.0] comes with audio support for all platforms
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using as default backend [oddio] and [symphonia].
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The latest version [v0.3.0] comes with audio support for all platforms using as
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default backend [oddio] and [symphonia].
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[Notan]: https://github.com/Nazariglez/notan
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[v0.3.0]: https://github.com/Nazariglez/notan/releases/tag/v0.3.0
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<!-- One-liners for plan items that haven't got their own sections. -->
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- Other game updates:
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- [Last of the Sky Folk](https://ianjk.com/ld50)
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is a LD50 a grapple-hook based platformer.
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- [Last of the Sky Folk](https://ianjk.com/ld50) is a LD50 a grapple-hook
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based platformer.
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- [Heute Nicht] rythm game is another LD50 submission.
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- Other learning material updates
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- PhaestusFox started a [Bevy tutorial servies][PhaestusFox-vid-1]
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and [0.6 to 0.7 Migration Guide][PhaestusFox-vid-2] YouTube series.
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- [@TantanDev] released a ["Rust multi-threading code review"][tantan-video] video.
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- PhaestusFox started a [Bevy tutorial servies][PhaestusFox-vid-1] and [0.6 to
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0.7 Migration Guide][PhaestusFox-vid-2] YouTube series.
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- [@TantanDev] released a ["Rust multi-threading code review"][tantan-video]
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video.
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- Other library updates:
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- [tween](https://github.com/sanbox-irl/tween) is an std-optional
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tweening library, designed for use in games and animations.
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- [tween](https://github.com/sanbox-irl/tween) is an std-optional tweening
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library, designed for use in games and animations.
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- [cosync](https://github.com/sanbox-irl/cosync) provides a single-threaded,
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sequential, parameterized async runtime.
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- [SuInput](https://github.com/Sorenon/Action-System) is an input system
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designed to give pancake and XR applications access to a huge range of
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input devices while minimizing the amount of complexity needed to support them.
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designed to give pancake and XR applications access to a huge range of input
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devices while minimizing the amount of complexity needed to support them.
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- [bevy_blender v0.2] with lots of new features is out.
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[Heute Nicht]: https://eira-hx.itch.io/heute-nicht

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