Post Acira1GAascAkotF2W by doomy@mastodon.social
(DIR) More posts by doomy@mastodon.social
(DIR) Post #AcirZwziS74nWdA2q0 by doomy@mastodon.social
2023-12-11T13:34:00Z
0 likes, 0 repeats
alright we have submitted for the #bevy game jam https://1-doomy.itch.io/bevy-blast-ultra
(DIR) Post #AcirZyFLnTB1PPU2qW by doomy@mastodon.social
2023-12-12T04:13:01Z
0 likes, 0 repeats
maybe i will make a post about this ... but there were some very painful things here1. getting the right skybox format when i have no idea how that stuff works2. setting things up to be dynamic only to remember wasm cant load folders for some reason still3. random stuff going wrong with blender exports which resulted in an issue being filed the best parts of bevy are when it works well with rusts type system, like queries. assets are still a bit difficult but way better with bevy ast loader
(DIR) Post #AcirZzAQNGpYGQBco4 by doomy@mastodon.social
2023-12-12T04:15:20Z
0 likes, 0 repeats
bevy xkcd or whatever its called is great though. ill likely use it from now on instead of rapier - its just much more ergonomic being built specifically for bevy. id really like to see force fields like magnetism or wind etc. and also maybe a global mass density scale.
(DIR) Post #AcirZzy3OkWskLPGAC by doomy@mastodon.social
2023-12-12T04:17:40Z
0 likes, 0 repeats
the blender bevy plugin is also great for what it is. still, the problems that inevitably arise between blender and bevy being two different systems makes things frustrating. i was restarting blender near most every save because of strange export issues. Still great as i couldnt do any of that in vanilla bevy. Level editing is still hard, most games seem to be small in area or procedural to overcome the lack of an editor
(DIR) Post #Acira1GAascAkotF2W by doomy@mastodon.social
2023-12-12T04:20:48Z
0 likes, 0 repeats
ideally my workflow would consist of defining a bunch of ron scenes (prefabs) with overrides, and have everything Just Work, which I believe is a possibility with the new asset preprocessor. A game editor is much more difficult though and seems to be far in the future. Bevy UI is still very barebones.
(DIR) Post #Acira26zQUrjOdbQMy by doomy@mastodon.social
2023-12-12T04:22:15Z
0 likes, 0 repeats
Speaking of UI, i love egui. But i wish every method ever wasnt under "ui". I get that's kind of how it all works but i can't wrap my head around where i can do what sometimes
(DIR) Post #Acira2qMhnA5fMpf60 by doomy@mastodon.social
2023-12-12T04:25:11Z
0 likes, 0 repeats
I also don't know why there is seemingly no OnUpdate type. systems seem asymmetrical with.add_systems(Update, thing.run_if(in_state(S::Main)).add_systems(EnterState(S::Main), other_thing)
(DIR) Post #Acira3a5xlk1xCEBNI by jaxter184@social.linux.pizza
2023-12-12T04:50:13Z
0 likes, 0 repeats
@doomy congrats on the game jam entry!I never realized how useful it was to have a level editor until I tried Godot, but I came crawling back to Bevy because GDScript is really painful compared to Rust, and Godot Rust plugin workflow didn't seem to be worth bothering with. I'm looking forward to the Bevy UI if/when they get it to a usable state.