Shatur

joined 3 years ago
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[โ€“] Shatur@lemmy.ml 2 points 8 months ago (2 children)

Thanks for the suggestion, eGPU sounds nice!

We don't planning to actually work on the go, just planning to travel a lot. eGPU could be considered portable. Maybe we even don't need a laptop, just a mini PC ๐Ÿค”

[โ€“] Shatur@lemmy.ml 1 points 8 months ago

Didn't know about them, cool!

[โ€“] Shatur@lemmy.ml 20 points 8 months ago

Could anyone with BlueSky account ask them to follow @ap.brid.gy at least? It would be nice to be able to follow them from Fedi.

[โ€“] Shatur@lemmy.ml 2 points 8 months ago (1 children)

First time hear about it, but sounds very cool!

Iโ€™d actually recommend you to consider the whereabouts of the respective support centers before you buy a device

Totally agree, I take this into consideration. Tuxedo is very attractive to me because we planning to visit Germany personally. But I will take a look at NovaCustom as well since it's in EU.

From Star Labs their StarLite tablet looks very attractive. Right now I considering buying a tablet for drawing and a laptop for 3D modeling instead of 2-in-1.

[โ€“] Shatur@lemmy.ml 2 points 8 months ago

Agree! That's why we are looking for something for a manufacturer support. We don't consider used market only because thinking about something powerful.

I have a SteamDeck and very satisfied with how GNU/Linux runs on it. Windows even run worse on it ๐Ÿ˜…

[โ€“] Shatur@lemmy.ml 1 points 8 months ago

Thanks, will take a look!

We looked for convertible because planning to travel a lot. But judging by what others say, it's probably better to have a dedicated device for drawing...

[โ€“] Shatur@lemmy.ml 2 points 8 months ago

Does linux support from manufacturer really matter?

Not really, but from my experience Linux on laptops sometimes have issues with things like battery life.

I have a SteamDeck to compare and it works just perfect, this is why I were looking at manufacturer support.

[โ€“] Shatur@lemmy.ml 3 points 8 months ago

Thanks! Yes, she interested only in modeling. Cycles needed more for cool showcases ๐Ÿ˜… Will take a look at System76.

[โ€“] Shatur@lemmy.ml 2 points 8 months ago

Yeah, I have an Nvidia GPU on my desktop and I regret that I didn't buy an AMD card.

We looking for a laptop with good manufacturer support because they quite often have either battery or sleep issues.

[โ€“] Shatur@lemmy.ml 2 points 8 months ago

Thanks!

We just planning to travel a lot soon and wanted to avoid carry a lot of stuff with us. But you probably right, it's better to have a dedicated device...

[โ€“] Shatur@lemmy.ml 1 points 8 months ago

Sounds great!

But I suspect that the Lemmy backend is faster since it's in Rust. Also Rust codebases are much easier to maintain since it's a strict language.

[โ€“] Shatur@lemmy.ml 2 points 8 months ago* (last edited 8 months ago)

It works!

It's supported by Rocknix which comes with PortMaster preinstalled.

 

Migrating my game to bevy_enhanced_input and making some tweaks to the crate. I'll do another release once I finish.

Had to rewrite some game logic to adapt it to the observer pattern. Working with young engines like Bevy means constant rewrites ๐Ÿ˜ญ

But I love the power of ECS, everything is so decoupled. Combined with Rustโ€™s strict type system, it makes the rewriting process a lot smoother. I think the engine has great potential!

 

It's an app for translating and speaking text using Mozhi.

We've added automatic selection for the fastest instance and fixed some bugs.

My next plan is to port it to Qt6. I try to get to it during my winter vacation. I'm just currently focused on a FOSS life simulation game. If anyone wants to help with the migration, PRs are welcome!

Works both on desktops and mobile Linux. Here is a screenshot of the app running on my PinePhone Pro:

screenshot

 

It's a crate for dynamic and contextual input mappings for Bevy, inspired by Unreal Engine Enhanced Input.

I really like the UE approach and decided to bring it to Bevy.

Despite being the first release, it's packed with features:

  • Map inputs from various sources (keyboard, gamepad, etc.) to gameplay actions like Jump, Move, or Attack.
  • Assign actions to different contexts like OnFoot or InCar, which are regular components.
  • Activate or deactivate contexts by simply adding or removing components.
  • Control how actions accumulate input from sources and consume it.
  • Layer multiple contexts on a single entity, controlled by priority.
  • Apply modifiers to inputs, such as dead zones, inversion, scaling, etc., or create custom modifiers by implementing a trait.
  • Assign conditions for how and when an action is triggered, like "hold", "tap", "chord", etc. You can also create custom conditions, such as "on the ground".
  • React on actions with observers.

I've implemented everything from UE and even added some extras. The crate also has ~90% test coverage.

๐Ÿ“ฆbevy_enhanced_replicon

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submitted 9 months ago* (last edited 9 months ago) by Shatur@lemmy.ml to c/projectharmonia@lemmy.ml
 

It's a crate for dynamic and contextual input mappings for Bevy, inspired by Unreal Engine Enhanced Input.

I really like the UE approach and decided to bring it to Bevy.

Despite being the first release, it's packed with features:

  • Map inputs from various sources (keyboard, gamepad, etc.) to gameplay actions like Jump, Move, or Attack.
  • Assign actions to different contexts like OnFoot or InCar, which are regular components.
  • Activate or deactivate contexts by simply adding or removing components.
  • Control how actions accumulate input from sources and consume it.
  • Layer multiple contexts on a single entity, controlled by priority.
  • Apply modifiers to inputs, such as dead zones, inversion, scaling, etc., or create custom modifiers by implementing a trait.
  • Assign conditions for how and when an action is triggered, like "hold", "tap", "chord", etc. You can also create custom conditions, such as "on the ground".
  • React on actions with observers.

I've implemented everything from UE and even added some extras. The crate also has ~90% test coverage.

Finally released! Next up, I'll be migrating the game to use it. After it I will need to implement some requested features for bevy_replicon.

๐Ÿ“ฆbevy_enhanced_input

 

Over the past two weeks, I have been working on an input management plugin.

LWIM crate is good, but I wanted to try a different approach inspired by the Unreal Engine Enhanced Input.

If you have never used it, I explained the approach in the README, where you can also find a link to UE's documentation.

I finished the implementation and added examples, but I still need to write tests and improve the documentation. Planning to release it soon and continue focusing on the game :)

https://github.com/projectharmonia/bevy_enhanced_input

 

I'm working on a life simulation game with the working title Project Harmonia and would like to share my progress.

I migrated navigation from oxidized_navigation to vleue_navigator.

It uses the novel Polyanya algorithm instead of the classical A*.

I faced a few issues during the migration, but the author helped me resolve them all. He even dumped the navmesh of the house I built in the game and created a test named after the project ๐Ÿ˜…

I also implemented skipping points that the agent has projected past to prevent jitter when multiple points are close to each other.

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submitted 10 months ago* (last edited 10 months ago) by Shatur@lemmy.ml to c/projectharmonia@lemmy.ml
 

It uses the novel Polyanya algorithm instead of the classical A*.

I faced a few issues during the migration, but the author helped me resolve them all. He even dumped the navmesh of the house I built in the game and created a test named after the project ๐Ÿ˜…

I also implemented skipping points that the agent has projected past to prevent jitter when multiple points are close to each other.

 

This week, I was fixing bugs (there were a lot!) and refactoring.

I finally migrated the game's physics from XPBD to Avian. The migration was seamless since we're only using it for picking, collision checking, and navigation for now ๐Ÿ˜…

It's worth noting that I also switched from Avian's global Position component to Bevy's relative Transform, as the global Position breaks when there are multiple cities.

 

The progress is incredible!

 

I working on a life simulation game with a working title Project Harmonia.

Iโ€™ve finally added the ability to edit and remove previously spawned walls, along with an undo/redo system.

Implementing the undo/redo was a bit challenging. If a command spawns or despawns an entity, it needs to be tracked to update the history with the correct ID. Additionally, since the game is networked, I had to introduce the concept of pending history commands. These commands are only added to the history after server confirmation.

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Continue to improve building tools (files.mastodon.social)
submitted 11 months ago* (last edited 11 months ago) by Shatur@lemmy.ml to c/projectharmonia@lemmy.ml
 

Iโ€™ve finally added the ability to edit and remove previously spawned walls, along with an undo/redo system.

Implementing the undo/redo was a bit challenging. If a command spawns or despawns an entity, it needs to be tracked to update the history with the correct ID. Additionally, since the game is networked, I had to introduce the concept of pending history commands. These commands are only added to the history after server confirmation.

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