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content/news/042/index.md

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@@ -66,8 +66,8 @@ If needed, a section can be split into subsections with a "------" delimiter.
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### Rust Graphics Meetup \#3
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The Rust Graphics Meetup is an online gathering where Rustaceans share technical
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details of their work related to graphics and compute, not affiliated to any
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particular stack. The third edition has happened on January 28th! These were the
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details of their work related to graphics and compute, not affiliated with any
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particular stack. The third edition happened on January 28th! These were the
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talks:
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- Hello, Blade! - [Dzmitry Malyshau]
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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 every month via the [Rust Gamedev
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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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Twitch][rust-gamedev-twitch].
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[Reddit][de-reddit]) by [@Indy2222] is a 3D real-time strategy game made with
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[Bevy].
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This month the game had two new first time contributors, [@0HyperCube] and
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This month the game had two new first-time contributors, [@0HyperCube] and
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[@Polostor] (Péťa Tománek).
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The most notable updates are:
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- work on game head-up display / panel (HUD) was initiated,
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- various errors are now briefly displayed as toasts in the UI,
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- support of map hashing was added and deterministic map paths are used,
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- several small fixes, code quality improvements.
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- several small fixes, and code quality improvements.
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See [gameplay][video-game] and [menu][video-menu] screen recordings on YouTube.
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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]' newly added support for
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cross-platform p2p. Which means sessions between players on web and native
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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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All of this is discussed in detail the [third devlog
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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, cancelling mis-predicted sounds, and
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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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[Johann Tael][johann_mastodon] featuring a bespoke Vulkan-based engine in
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Rust.
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After almost a whole year of relative silence, they begun releasing new demos
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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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Veloren's Site2 system can now be hot-reloaded. Site2 allows you to describe
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procedures for how objects like houses, trees, or bridges should be generated.
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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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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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- Customizable graph update pipeline
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- Node and property selector widgets
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- Message passing for scripts
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- Reflection refactoring to support interrior mutability
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- Reflection refactoring to support interior mutability
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- Deterministic particle systems
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- Ability to animate material properties
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- Various bug fixes
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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 most basic features
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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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- loading a 3D level from GLTF files
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- shaders
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- pathfinding
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- a flexible camera system with easings
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- a custom ingame editor window for live tweaks such as spawning new objects.
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- a custom in-game editor window for live tweaks such as spawning new objects.
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[Foxtrot]: https://github.com/janhohenheim/foxtrot
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[@janhohenheim]: https://github.com/janhohenheim
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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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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] 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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Probably the biggest change in this release is removal of the blanket
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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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demonstrating both pathfinding and field 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 provide a quick implementation of pathfinding and field of view algorithm.
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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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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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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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between the two implementations meant connections between native and web
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were not possible.
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In version 0.5, however, [Alex Rozgo] fixed the the last of these issues. And
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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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In addition, [johanhelsing][johanhelsing_mastodon] fixed a serious bug that used
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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 platforms support.
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focused on portability 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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Registries"][thegrimsey-devlog].
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- Flesh has a [new redrawn background in the first area][flesh-1], and has
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[been tested to run on the Steam Deck][flesh-2].
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- [DGS] is a multiplayer game of Go, with shperical fields and VR support.
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- [DGS] is a multiplayer game of Go, with spherical fields and VR support.
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- Triverse has a [set of devlogs out][triverse-blogs], with the most recent
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covering [scenarios and playability][triverse-scenarios].
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- Fish Folk: Punchy has [released version 0.3][fishfolk-punchy].
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project, without worrying about the low-level details.
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- [egui_glium] is looking for a new maintainer.
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- [direct-storage] provides Rust bindings for DirectStorage.
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- [bones] is a work-in-progess, opinionated game framework built on Bevy.
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- [bones] is a work-in-progress, opinionated game framework built on Bevy.
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- [airsim-client] is a Rust client library for interacting with Microsoft
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Airsim.
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- [Rapier] wrote a year in review for 2022, and took a look ahead to 2023.
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[bevy-magic-light-2d]: https://github.com/zaycev/bevy-magic-light-2d
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[notan v0.9]: https://reddit.com/r/rust/comments/10pwgka/released_a_new_version_of_notan_a_sdllike_lib
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## Requests for Contribution
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