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content/news/042/index.md

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@@ -96,8 +96,8 @@ from the meetup:
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- Micro Game Engine - [@AngelOnFira]
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- Graphite - [@GraphiteEditor]
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The meetups take place on the second Saturday of every month via the [Rust Gamedev
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Discord server][rust-gamedev-discord] and are also [streamed on
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The meetups take place on the second Saturday of every month via the [Rust
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Gamedev Discord server][rust-gamedev-discord] and are also [streamed on
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Twitch][rust-gamedev-twitch].
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[gamedev-meetup-video]: https://youtu.be/s9kf9HVUKYE
@@ -122,8 +122,8 @@ This month the game had two new first-time contributors, [@0HyperCube] and
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The most notable updates are:
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- several multiplayer related screens were added to the menu: sign-in /
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sign-up, game listing, and game creation,
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- several multiplayer related screens were added to the menu: sign-in / sign-up,
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game listing, and game creation,
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- building draft is now semi-transparent and colored green or red based on
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obstacles,
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- double clicking on a unit or building leads to the selection of all visible
@@ -171,16 +171,16 @@ allows detecting de-syncs by constantly performing rollbacks and comparing world
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state checksums). This caught some very rare de-sync bugs.
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The game also adopted [Matchbox][cargospace_matchbox]'s newly added support for
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cross-platform p2p. This means sessions between players on web and native
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are now supported ([video][cargospace_cross_platform_video]).
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cross-platform p2p. This means sessions between players on web and native are
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now supported ([video][cargospace_cross_platform_video]).
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All of this is discussed in detail in the [third devlog
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entry][cargospace_devlog_3].
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Johan also wrote [an article][cargospace_devlog_4] on how sound effects were
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implemented in a rollback-aware way, canceling mispredicted sounds, and
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handling "late" sounds. It describes a solution that could easily be adopted for
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any game made with [`bevy_ggrs`][bevy_ggrs].
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implemented in a rollback-aware way, canceling mispredicted sounds, and handling
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"late" sounds. It describes a solution that could easily be adopted for any game
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made with [`bevy_ggrs`][bevy_ggrs].
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[Cargo Space]: https://helsing.studio/cargospace
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[cargospace_devlog_3]: https://johanhelsing.studio/posts/cargo-space-devlog-3
@@ -196,22 +196,21 @@ any game made with [`bevy_ggrs`][bevy_ggrs].
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![Screenshot of a tree emerging from a cave in Idu](idu-newsletter.jpeg)
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_Screenshot of a tree emerging from a cave in Idu_
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[Idu] ([Discord][idu_discord])
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Idu is a strategic sandbox game about growing plants that wish to reclaim
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nature, developed by [Elina Shakhnovich][eli_mastodon] and
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[Johann Tael][johann_mastodon] featuring a bespoke Vulkan-based engine in
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Rust.
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[Idu] ([Discord][idu_discord]) Idu is a strategic sandbox game about growing
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plants that wish to reclaim nature, developed by [Elina
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Shakhnovich][eli_mastodon] and [Johann Tael][johann_mastodon] featuring a
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bespoke Vulkan-based engine in Rust.
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After almost a whole year of relative silence, they have begun releasing new demos
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in January. The new demo version 8 comes with a new renderer supporting
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interactive, flowing water. Also, the simulated trees in Idu changed
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a lot, as they're now able to flower, in addition to dropping leaves.
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The new demo features a lot of new plant textures, branching logic, and better
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rhizome and root simulation.
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After almost a whole year of relative silence, they have begun releasing new
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demos in January. The new demo version 8 comes with a new renderer supporting
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interactive, flowing water. Also, the simulated trees in Idu changed a lot, as
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they're now able to flower, in addition to dropping leaves. The new demo
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features a lot of new plant textures, branching logic, and better rhizome and
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root simulation.
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Player accessibility and the gameplay itself is better now as well, due to
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a completely new menu and a lot of new items, such as porous gabion blocks
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and ladders.
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Player accessibility and the gameplay itself is better now as well, due to a
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completely new menu and a lot of new items, such as porous gabion blocks and
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ladders.
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Read more and download the newest demo from [Idu's page on itch.io][itch].
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@@ -238,8 +237,7 @@ Hot-reloading allows you to change the Site2 code and watch the changes take
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effect in real-time. The official 2023 Veloren OST was also released, and can be
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[watched on YouTube][veloren-ost].
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December's full weekly devlogs: "This Week In Veloren...":
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[#204][veloren-204].
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December's full weekly devlogs: "This Week In Veloren...": [#204][veloren-204].
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[veloren]: https://veloren.net
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[veloren-204]: https://veloren.net/devblog-204
@@ -252,9 +250,9 @@ December's full weekly devlogs: "This Week In Veloren...":
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![Particle System Preview](particle_system.gif)
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[Fyrox] ([Discord][fyrox_discord], [Twitter][fyrox_twitter]) is a game engine that
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aims to be easy to use and provide a large set of out-of-the-box features. In January
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it hit version 0.29 and got the following features:
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[Fyrox] ([Discord][fyrox_discord], [Twitter][fyrox_twitter]) is a game engine
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that aims to be easy to use and provide a large set of out-of-the-box features.
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In January it hit version 0.29 and got the following features:
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- Animation system rework
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- Animation editor
@@ -270,7 +268,8 @@ it hit version 0.29 and got the following features:
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- Ability to animate material properties
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- Various bug fixes
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You can read more about the changes in the [feature highlights post][fyrox-0.29].
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You can read more about the changes in the [feature highlights
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post][fyrox-0.29].
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[Fyrox]: https://github.com/FyroxEngine/Fyrox
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[fyrox_discord]: https://discord.com/invite/xENF5Uh
@@ -283,9 +282,9 @@ You can read more about the changes in the [feature highlights post][fyrox-0.29]
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![Title card: Introduction to the Entity Component System](intro-ecs.png)
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[@indiedevcasts] published [a new blog post][tut-ecs-intro],
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exploring object-oriented and data-oriented designs before
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giving an introduction to the Entity Component System paradigm.
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[@indiedevcasts] published [a new blog post][tut-ecs-intro], exploring
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object-oriented and data-oriented designs before giving an introduction to the
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Entity Component System paradigm.
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[tut-ecs-intro]: https://indiedevcasts.com/posts/ecs-introduction
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[@indiedevcasts]: https://twitter.com/indiedevcasts
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[Foxtrot] was created by Jan Hohenheim ([@janhohenheim]) as an all-in-one
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starting point for 3D projects made in Bevy. While he appreciated that other
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Bevy templates showed nicely how to wire up systems and setup a game loop,
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he was missing a showcase for commonly used features that are scattered around
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various libraries. So he created Foxtrot, where he collected the most basic features
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he could need for future projects or jams. The current version [v0.1.5] features:
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Bevy templates showed nicely how to wire up systems and setup a game loop, he
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was missing a showcase for commonly used features that are scattered around
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various libraries. So he created Foxtrot, where he collected the most basic
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features he could need for future projects or jams. The current version
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[v0.1.5] features:
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- loading a 3D level from GLTF files
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- automatically assigning physics colliders
@@ -328,14 +328,13 @@ node graph compositing engine.
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New features from January's [sprint 22][graphite-sprint-22]:
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- _Picture This:_ Imported images are now part of the node graph. The new
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_Image Frame_ node converts bitmap data into a vector rectangle holding the
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image. This paves the way for other vector data like shapes and text to soon
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be converted into nodes and composited alongside images.
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- _Picture This:_ Imported images are now part of the node graph. The new _Image
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Frame_ node converts bitmap data into a vector rectangle holding the image.
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This paves the way for other vector data like shapes and text to soon be
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converted into nodes and composited alongside images.
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- _Instant Iterations:_ Incremental graph compilation avoids recompiling the
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whole graph each time an edit is made or a value changes. This makes
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iteration faster and enables caching of intermediate computations for faster
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rendering.
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whole graph each time an edit is made or a value changes. This makes iteration
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faster and enables caching of intermediate computations for faster rendering.
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Later this month, the Alpha Milestone 2 release will launch with new node graph
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features, a revamped website, and a wider-reaching project announcement. Join
@@ -356,25 +355,27 @@ designs with #MadeWithGraphite on Twitter.
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### [big-brain]
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[big-brain] ([GitHub][big-brain-github], [Discord][big-brain-discord]) by [@zkat]
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is a highly parallel [Utility AI][big-brain-utility-ai] library
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for the Bevy game engine.
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[big-brain] ([GitHub][big-brain-github], [Discord][big-brain-discord]) by
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[@zkat] is a highly parallel [Utility AI][big-brain-utility-ai] library for the
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Bevy game engine.
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[big-brain] recently tagged [v0.16.0][big-brain-v16],
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bringing with it a couple of breaking changes and a few goodies.
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[big-brain] recently tagged [v0.16.0][big-brain-v16], bringing with it a couple
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of breaking changes and a few goodies.
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Probably the biggest change in this release is the removal of the blanket
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[`ActionBuilder`][big-brain-action-builder] and [`ScorerBuilder`][big-brain-scorer-builder]
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implementations for `Clone` types. This is a fairly significant breaking change,
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but one that is fairly easy to resolve: simply use the new `#[derive(ActionBuilder)]`
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and `#[derive(ScorerBuilder)]` macros to derive the necessary implementations
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for your Action and Scorer Components and you should be good to go.
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Finally, since the recent [merging of the bevy scheduler changes][big-brain-bevy-scheduler-changes],
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big-brain users should expect the next version of big-brain to bring with it
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some significant breaking changes to scheduling, so keep an eye out for that
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and be mindful of building a lot on top of the current [`BigBrainStage`][big-brain-stage]
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(which is used by the default `BigBrainPlugin`).
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[`ActionBuilder`][big-brain-action-builder] and
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[`ScorerBuilder`][big-brain-scorer-builder] implementations for `Clone` types.
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This is a fairly significant breaking change, but one that is fairly easy to
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resolve: simply use the new `#[derive(ActionBuilder)]` and
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`#[derive(ScorerBuilder)]` macros to derive the necessary implementations for
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your Action and Scorer Components and you should be good to go.
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Finally, since the recent [merging of the bevy scheduler
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changes][big-brain-bevy-scheduler-changes], big-brain users should expect the
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next version of big-brain to bring with it some significant breaking changes to
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scheduling, so keep an eye out for that and be mindful of building a lot on top
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of the current [`BigBrainStage`][big-brain-stage] (which is used by the default
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`BigBrainPlugin`).
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_Discussions: [Mastodon][zkat-mastodon-ann]_
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### [RustySynth]
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[
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![Waveform displayed on a screen](rustysynth-yt.png)
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_Video: an example of realtime MIDI synthesis with RustySynth on rust-sfml_
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][rustysynth-video]
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[![Waveform displayed on a screen](rustysynth-yt.png)
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_Video: an example of realtime MIDI synthesis with RustySynth on rust-sfml_][rustysynth-video]
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[RustySynth] is a SoundFont MIDI synthesizer written in pure Rust.
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The purpose of this library is to provide MIDI music playback functionality
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for any Rust application without complicated dependencies.
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The code base is lightweight and can be used with any audio driver
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that supports streaming audio (e.g. [rust-sfml]).
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[RustySynth] is a SoundFont MIDI synthesizer written in pure Rust. The purpose
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of this library is to provide MIDI music playback functionality for any Rust
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application without complicated dependencies. The code base is lightweight and
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can be used with any audio driver that supports streaming audio (e.g.
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[rust-sfml]).
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Features:
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### [tween]
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`tween` is a library for manipulating values in stylish and beautiful ways.
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It has been almost entirely rewritten for `v2.0.0`, now featuring a
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significantly improved API, fewer generics, and much, much faster performance.
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`tween` is a library for manipulating values in stylish and beautiful ways. It
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has been almost entirely rewritten for `v2.0.0`, now featuring a significantly
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improved API, fewer generics, and much, much faster performance.
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Additionally, it has added support for Looping, Oscillating, and Extrapolating tweens.
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With all of this, making custom tweens is much easier. An example of making a Bezier
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tween is included.
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Additionally, it has added support for Looping, Oscillating, and Extrapolating
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tweens. With all of this, making custom tweens is much easier. An example of
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making a Bezier tween is included.
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[tween]: https://github.com/sanbox-irl/tween
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### [scene-graph]
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`scene-graph` is a library for creating graph structures similar to the
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one used in engines like Unity or Unreal. It is fast, performant, and easy to
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manipulate. It's especially useful for user interfaces. Although only in `v0.1.0`,
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feedback would be very appreciated.
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`scene-graph` is a library for creating graph structures similar to the one used
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in engines like Unity or Unreal. It is fast, performant, and easy to manipulate.
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It's especially useful for user interfaces. Although only in `v0.1.0`, feedback
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would be very appreciated.
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[scene-graph]: https://github.com/sanbox-irl/scene-graph
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### [torchbearer]
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![Torchbearer in action](torchbearer.png)
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_An exemple of torchbearer in action,
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demonstrating both pathfinding and field of view_
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_An exemple of torchbearer in action, demonstrating both pathfinding and field
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of view_
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[torchbearer] by [@redwarp] is a library that provides a set of tools
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to find your path in a grid-based dungeon. Specifically,
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it provides a quick implementation of pathfinding and field of view algorithm.
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[torchbearer] by [@redwarp] is a library that provides a set of tools to find
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your path in a grid-based dungeon. Specifically, it provides a quick
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implementation of pathfinding and field of view algorithm.
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The 0.6.x version rewrites the field of view algorithm to cast vision rays
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in a Bresenham circle around the point of origin.
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This change from its [original implementation][torchbearer-orig] makes it faster
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as it removes the needs for error correction.
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The 0.6.x version rewrites the field of view algorithm to cast vision rays in a
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Bresenham circle around the point of origin. This change from its [original
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implementation][torchbearer-orig] makes it faster as it removes the needs for
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error correction.
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[torchbearer]: https://github.com/redwarp/torchbearer
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[@redwarp]: https://github.com/redwarp
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Originally, it was written for web assembly, but a native implementation using
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[WebRTC.rs] has been available since 0.4. However, a few minor incompatibilities
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between the two implementations meant connections between native and web
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were not possible.
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between the two implementations meant connections between native and web were
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not possible.
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In version 0.5, however, [Alex Rozgo] fixed the last of these issues. And
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cross-play sessions are now finally fully supported.
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![miniquad ios](miniquad_metal.gif)
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_Miniquad/macroquad examples rendered by Metal API_
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[miniquad] is a safe and cross-platform rendering library
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focused on portability and low-end platform support.
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[miniquad] is a safe and cross-platform rendering library focused on portability
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and low-end platform support.
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This month metal backend [PR][miniquad_metal_pr] finally landed on miniquad!
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It is not yet ready for any production use, but it is available on crates.io
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as 0.4.0-alpha.
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It is not yet ready for any production use, but it is available on crates.io as
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0.4.0-alpha.
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With this change, miniquad support webgl1, gl2, gles2/gles3, gl3+,
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metal on web, macOS, iOS, Android, Windows, and Linux.
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With this change, miniquad support webgl1, gl2, gles2/gles3, gl3+, metal on web,
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macOS, iOS, Android, Windows, and Linux.
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[miniquad]: https://github.com/not-fl3/miniquad
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[miniquad_metal_pr]: https://github.com/not-fl3/miniquad/pull/344

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