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34 changes: 13 additions & 21 deletions content/news/021/index.md
Original file line number Diff line number Diff line change
Expand Up @@ -133,7 +133,7 @@ and try to find a way home!
The Submariner was made with the [Macroquad][macroquad] game engine
and [hecs] was used as the Entity-Component-System (ECS) data structure.

[_Click here to play the Submariner in your browser_][submariner-itch]
[Click here to play the Submariner in your browser.][submariner-itch]

_Discussions: [ldjam.com][submariner-ldjam]_

Expand Down Expand Up @@ -210,15 +210,14 @@ This month:

![A demonstration of the Project YAWC map editor](project_yawc_map_editor.png)

Project YAWC is a turn-based strategy game built in GGEZ, being developed
by junkmail.
Project YAWC ([Twitter](https://twitter.com/ProjectYawc)) is a turn-based
strategy game built in GGEZ, being developed by junkmail.

April saw the release of Alpha 5, including the integrated map editor, alongside
balance changes and unit additions.

_Contact:
[Twitter](https://twitter.com/ProjectYawc),
[Alpha Access Request Form](https://forms.gle/w22ohPGNk58fo9bv6)_
An [alpha access request form](https://forms.gle/w22ohPGNk58fo9bv6) is available,
if you want to try it out.

### [The Process]

Expand Down Expand Up @@ -256,7 +255,7 @@ _Discussions:

![Improved text rendering](pglowrpg_progress.jpg)

[pGLOWrpg][pglowrpg-github] by [@Roal_Yr]
pGLOWrpg ([GitHub][pglowrpg-github], [Twitter][pglowrpg-twitter]) by [@Roal_Yr]
is a Procedurally Generated Living Open World RPG,
a long-term project in development, which aims to be a narrative text-based game
with maximum portability and accessibility.
Expand All @@ -269,8 +268,6 @@ Recent updates include:
- Text wrap implemented.
- Fallback modes for text printing implemented.

_Discussions: [Twitter][pglowrpg-twitter]_

[@Roal_Yr]: https://twitter.com/Roal_Yr
[pglowrpg-twitter]: https://twitter.com/pglowrpg
[pglowrpg-github]: https://github.com/roalyr/pglowrpg
Expand Down Expand Up @@ -548,19 +545,14 @@ The demo shown above was coded in a single evening,
together with sprite sheet loading and sprite animations
which will be integrated into the engine later.

Default 2D renderer renders sprites with auto-batching,
The default 2D renderer renders sprites with auto-batching,
so all sprites are rendered in single instanced draw call,
allowing rendering millions of sprites in one frame.

Rendering is done with [`sierra`] - Vulkan-like graphics API with
batteries included.

Arcana uses [`hecs`] as ECS and rolls its own simplistic `System` trait
to define and run systems, once per frame or with fixed steps.

[`rapier`] physics is integrated for 2D cases, but system is kept opt-in.

Stay tuned for updates.
allowing rendering millions of sprites in one frame. Rendering
is done with [`sierra`] - a Vulkan-like graphics API with
batteries included. The engine also uses [`hecs`] as its ECS,
and rolls its own simplistic `System` trait to define and run
systems, once per frame or with fixed steps. [`rapier`] physics
is integrated for 2D cases, but this system is kept opt-in.

[Arcana]: https://github.com/zakarumych/arcana
[`sierra`]: https://github.com/zakarumych/sierra
Expand Down