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It's a high level networking crate for the Bevy game engine.

Now we support Bevy 0.13. With this release we now use the improved Bevy's MapEntities trait instead of our custom one. This way users no longer need to define both to make mapping work for scenes and networking.

See the changelog for a full list of changes.

The crate is based on renet, but for the next release we planning to abstract out all I/O. We will continue to provide renet integration via separate bevy_replicon_renet crate. This way other messaging crates can be used by writing a thin integration crate.

📦bevy_replicon

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Bevy 0.13 (bevyengine.org)
submitted 2 years ago by to c/bevy@programming.dev
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submitted 2 years ago* (last edited 2 years ago) by to c/bevy@programming.dev
 
 

It's a high level networking crate for the Bevy game engine.

Now mapped client events will not be drained and will behave exactly like other events. But it's a small breaking change since such events now require a Clone impl.

See the changelog for a full list of changes.

📦bevy_replicon

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Reworked object placing (files.mastodon.social)
submitted 2 years ago* (last edited 2 years ago) by to c/bevy@programming.dev
 
 

Improved logic and added visual feedback.

Also switched from bevy_rapier to bevy_xpbd. My game only needs collision detection and with bevy_xpbd I can disable unnecessary logic by toggling plugins. So convenient! It was an easy transition since the API is very similar. The author is also very active and helpful.

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Implemented door placement (files.mastodon.social)
submitted 2 years ago* (last edited 2 years ago) by to c/bevy@programming.dev
 
 

Boolean operations in 3D are quite heavy. But fortunately, each wall can be represented as two 2D planes.

To determine which 2D shape I need to cut from the mentioned planes, I add a special plane in Blender with "Cutout" name. This is what The Sims series do.

And for all doors located on a wall I triangulate combined vertices using earcutr. The library API doesn't fit well with Bevy, but it does the trick.

The project is open source, so if you are interested in the implementation, you can take a look at the wall module. I organize my modules as plugins, so you can copy the module and its submodules into your game with some minor edits and enable WallPlugin.

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Improved wall generation (files.mastodon.social)
submitted 2 years ago by to c/bevy@programming.dev
 
 

Now walls are separate meshes and take full advantage of ECS, including change detection to rebuild only changed parts.

The new approach also automatically fixed some bugs and enabled instant update of other walls that were affected by currently spawning wall.

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Added UV for generated walls (files.mastodon.social)
submitted 2 years ago by to c/bevy@programming.dev
 
 

It was an interesting task and I learned a lot about how meshes are represented internally.

Initially I used 8 vertices for each wall. But then I discovered that if I needed a different color and normal for each side, then I needed a different vertex! So I reworked the mesh generation to make 20 vertices per mesh (for each side with no bottom).

The project is open source, so if you are interested in the implementation, you can take a look at mesh_update_system. I organize my modules as plugins, so you can copy the module and its submodules into your game with some minor edits and enable WallPlugin.

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Added placeable Retro TV object (files.mastodon.social)
submitted 2 years ago by to c/bevy@programming.dev
 
 

The model made by @YaraGardaria, was posted before in @blender@lemmy.world.

Bevy looks quite nice with normal maps and good lighting settings.

110
 
 

It's a high level networking crate for the Bevy game engine.

After quite some R&D from UkoeHB in Discord and I, the library now features entity visibility control for clients!

The new companion crate bevy_replicon_attributes extends replicon visibility with a highly ergonomic attributes-based API.

See the changelog for a full list of changes.

📦bevy_replicon
📦bevy_replicon_attributes

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Love Bevy asset reloading feature! (files.mastodon.social)
submitted 2 years ago* by to c/bevy@programming.dev
 
 

To implement object buttons reloading when changing metadata files, I simply added a system that respawns buttons when metadata changes. Complete separate preview system automatically updates the image. So convenient.

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SME Announcements (bevyengine.org)
submitted 2 years ago by to c/bevy@programming.dev
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Blog Series: Bevy Adventures (zacharygoulet.com)
submitted 2 years ago by to c/bevy@programming.dev
 
 

Intro to a blog series this person is starting up for constructing features for their game in bevy

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Bevy 0.12 (bevyengine.org)
submitted 2 years ago by to c/bevy@programming.dev