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#bevy

9 posts8 participants0 posts today

🎮 Bevy Enhanced Input 0.9.0 is out!

It's an input manager for Bevy, inspired by Unreal Engine Enhanced Input.

This release contains many changes, most notably the component-based API for contexts.
We've also reworked the documentation, now including a quick-start guide that walks you through the API.
@alice_i_cecile and I would appreciate your feedback 🙂

📜 github.com/projectharmonia/bev
📦 crates.io/crates/bevy_enhanced

Input manager for Bevy. Contribute to projectharmonia/bevy_enhanced_input development by creating an account on GitHub.
GitHubbevy_enhanced_input/CHANGELOG.md at master · projectharmonia/bevy_enhanced_inputInput manager for Bevy. Contribute to projectharmonia/bevy_enhanced_input development by creating an account on GitHub.

I'm adding kerning groups to the glyph info widget in Bezy.

Because Bezy is built on a game engine(#bevy), we get optical kerning with game controllers out of the box.

But most of the tools for editing kerning info have been offloaded to a separate Rust CLI app where it's easier to automate font production with both procedural scripting and AI automation.

Most font editors are not designed for programmers, Bezy is. Font production can be MUCH more automated when you don't use prosumer tools.

As a beginner I'm looking at #Bevy 2D text examples. I wonder whether it is possible (for me) to get the size of rendered text, so that I can arrange other elements based on it.

The most simple example would be the string "hello world" in a given font and I would light to know width and height, so that I can draw a rectangle around it.

My general idea is a kind of diagram editor, but with special layout rules I would like to implement myself.

I would like to understand how feasible it is.

🎆 Bevy Hanabi v0.15.0 is out!

Following the usual release pattern, v0.15.0 is a major release with amazing new features:

➡️ New "hierarchical" effect feature allowing with GPU spawn event, to allow an effect to trigger particle spawning into another effect
➡️ A rewrite of the ribbons/trails implementation with explicit particle sorting. This replaces the confusing "group" API.

github.com/djeedai/bevy_hanabi

📦crates.io/crates/bevy_hanabi/0
🦀github.com/djeedai/bevy_hanabi

GitHubbevy_hanabi/CHANGELOG.md at v0.15.0 · djeedai/bevy_hanabi🎆 Hanabi — a GPU particle system plugin for the Bevy game engine. - djeedai/bevy_hanabi
Replied in thread

And that concludes #bevy Lint Laundry Day! I ended up getting nerd-sniped by an inconsistent API change to Bevy's `Query::many()` method, so I spent the past few hours working on github.com/bevyengine/bevy/pul.

Either way, that was a solid day of productive work. I hope you enjoyed the behind-the-scenes tour! :)

GitHubRename `get_many()` to `many()`, making it consistent with `single()` by BD103 · Pull Request #18615 · bevyengine/bevyBy BD103

Added a component-style API for bevy_enhanced_input!

It's an input manager crate for Bevy, inspired by Unreal Engine Enhanced Input.

I love our trigger-based API, but the push-style API needed improvement. Previously, users had to read values from a resource - unergonomic and a bit confusing.

Now, contexts are components! This makes our push-style API similar to LWIM while keeping all the trigger-based ergonomics 🙂

See more details in the PR:
github.com/projectharmonia/bev

GitHubComponent-based API by Shatur · Pull Request #60 · projectharmonia/bevy_enhanced_inputBy Shatur

Presenting myself: Comp Sci bachelor in 2018, then Scala dev. Then #rust dev. mostly on #bevy, both contrib and 3rd party contracting. Culminating with my presentation of compressed datastructures at #rustfest 2024 Zurich.

Today, honestly, I've no idea who I am or what I do. Trying to find a place in the world where I can have a positive impact.