Shatur

joined 3 years ago
MODERATOR OF
[–] Shatur@lemmy.ml 1 points 8 months ago

Yes, I was wrong to call it a "port".

[–] Shatur@lemmy.ml 3 points 8 months ago (1 children)

This version is way better, in my opinion. Not only the sprite size, but these 8 additional levels are very fun.

[–] Shatur@lemmy.ml 2 points 8 months ago

Ah, your are right!

The author calls it "demake". I guess it's fair due to GBC decreased resolution... But it adds so many features, I would call it "remake".

[–] Shatur@lemmy.ml 2 points 8 months ago (2 children)

It's not a hack, the game made from scratch using GB studio.

[–] Shatur@lemmy.ml 6 points 8 months ago* (last edited 8 months ago) (2 children)

It's a reimplementation from scratch using GB studio.

But since it uses Mario, it might violate Nintendo IP. It's the case with many hacks. It doesn't make it non-FOSS.

[–] Shatur@lemmy.ml 3 points 8 months ago

It's Retroid Pocket Mini.

 

It’s a crate for server-authoritative networking. We use it for Project Harmonia, but it's general-purpose.

This release, I focused on improving the API for potential rollback crates. We now have full world access in writing functions, a way to reliably check for update messages (optional and needs to be enabled by rollback crates since it costs a little more traffic), and events to react nicely to confirmed ticks.

Currently, there is only one crate in development by another developer that implements a Rocket League rollback style, which is great for physics-based games. But it would be useful to have a "classic" rollback crate, which is better suited for shooters, so maybe we’ll see more rollback crates in the future!

I also improved the serialization. Replication messages are now more compact thanks to variable integer encoding, while still using a single buffer for performance.

📜Full changelog 📦bevy_replicon

 

It’s a crate for server-authoritative networking. We use it for Project Harmonia, but it's general-purpose.

This release, I focused on improving the API for potential rollback crates. We now have full world access in writing functions, a way to reliably check for update messages (optional and needs to be enabled by rollback crates since it costs a little more traffic), and events to react nicely to confirmed ticks.

Currently, there is only one crate in development by another developer that implements a Rocket League rollback style, which is great for physics-based games. But it would be useful to have a "classic" rollback crate, which is better suited for shooters, so maybe we’ll see more rollback crates in the future!

I also improved the serialization. Replication messages are now more compact thanks to variable integer encoding, while still using a single buffer for performance.

Next I planning to focus on the game, just needed to address some feedback for my crates 🙂

📜Full changelog 📦bevy_replicon

 

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

Some highlights:

  • Action events now have statically known types (bool, f32, Vec2 or Vec3), depending on the action configuration.
  • Assigning inputs, modifiers, and conditions now works like Bevy systems: you can pass multiple items in tuples.
  • Binding presets now structs.
  • Many ergonomic improvements for passing input.

I didn’t plan all of these, but a user suggested these ideas and contributed PRs for most of them! I couldn't resist 😅

I’ve drafted two releases:

  • 0.3.0 includes all the improvements.
  • 0.4.0 updates to Bevy 0.15.0.

This way, you can address the breaking changes in 0.3.0 before updating to Bevy 0.15.0, avoiding the need to handle everything at once.

📜Full changelog 📦bevy_enhanced_input

 

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

Some highlights:

  • Action events now have statically known types (bool, f32, Vec2 or Vec3), depending on the action configuration.
  • Assigning inputs, modifiers, and conditions now works like Bevy systems: you can pass multiple items in tuples.
  • Binding presets now structs.
  • Many ergonomic improvements for passing input.

I didn’t plan all of these, but a user suggested these ideas and contributed PRs for most of them! I couldn't resist 😅

I’ve drafted two releases:

  • 0.3.0 includes all the improvements.
  • 0.4.0 updates to Bevy 0.15.0.

This way, you can address the breaking changes in 0.3.0 before updating to Bevy 0.15.0, avoiding the need to handle everything at once.

📜Full changelog 📦bevy_enhanced_input

25
Bevy 0.15 (bevyengine.org)
[–] Shatur@lemmy.ml 6 points 8 months ago

No, we rewritten the app 😅 But we considered rewriting it even before the switch to Rust - it was quite legacy.

[–] Shatur@lemmy.ml 21 points 8 months ago (2 children)

On my work we migrated from C++ to Rust.

[–] Shatur@lemmy.ml 1 points 8 months ago

Always wanted to ask, what are the countries with accessible medicine? Could anyone recommend?

[–] Shatur@lemmy.ml 1 points 8 months ago* (last edited 8 months ago) (1 children)

Mostly sculpting, less rendering. So yeah, we aren't GPU bound. Right now considering just a mini PC. Should be cheaper then a latpop since we don't planning to work on the go, just need something portable. And a tablet for drawing.

[–] Shatur@lemmy.ml 1 points 8 months ago* (last edited 8 months ago)

That's exactly what I planning to use on travel 😅

I don't planning to work on the go, just wanted a portable PC.

We are considering just a portable PC for her and a tablet for drawing right now...

[–] 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 🤔

 

My wife is looking for a portable device primarily for modeling in Blender and optionally for drawing in Krita. So we looking for something with a GNU/Linux support from manufacturer.

We considered https://www.tuxedocomputers.com/en/TUXEDO-InfinityFlex-14-Gen1, it looks nice, but maybe you have other suggestions? Do you have experience with convertibles, how convenient is to draw on them?

We also considered https://earth.starlabs.systems/pages/starlite for drawing and a separate device for Blender, but having two devices might not be convenient...

 

cross-posted from: https://lemmy.ml/post/22613952

I just wanted a pocketable device, so I decided to pick Mini over 5.

Originally, I wanted to order the white color but ended up choosing the black one because it makes the bezels and pillar boxes blend into the case. It also looks like a small SteamDeck 😅

When I'm not programming, I'm playing GTA III on it and earning RetroAchievements 😃

With SteamDeck

GTA III

 

cross-posted from: https://lemmy.ml/post/22613952

I just wanted a pocketable device, so I decided to pick Mini over 5.

Originally, I wanted to order the white color but ended up choosing the black one because it makes the bezels and pillar boxes blend into the case. It also looks like a small SteamDeck 😅

When I'm not programming, I'm playing GTA III on it and earning RetroAchievements 😃

With SteamDeck

GTA III

 

I just wanted a pocketable device, so I decided to pick Mini over 5.

Originally, I wanted to order the white color but ended up choosing the black one because it makes the bezels and pillar boxes blend into the case. It also looks like a small SteamDeck 😅

When I'm not programming, I'm playing GTA III on it and earning RetroAchievements 😃

With SteamDeck

GTA III

 

I've been working on bevy_replicon for the last two weeks. That's the networking library we use for the game.

Originally, I planned to make a small change to include the number of updates in the message (needed for prediction) but ended up completely reworking the serialization 😅 Typical me. This change improves message packaging. For example, in our statistics test, we use only 16 bytes for a test message instead of 33!

Okay, it's finally time to go back to the original change I wanted to make 😄

16
submitted 9 months ago* (last edited 9 months ago) by Shatur@lemmy.ml to c/bevy@programming.dev
 

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

While porting my game, I made many improvements. Actually using the crate gave me a better perspective 😅

Here's a quick showcase from my game. Smooth movement now automatically done by built-in LerpDelta modifier.

Also notice how pressing Esc cancels object spawning first due to the context priority.

Pressed keys displayed via screenkey app.

📜Full changelog 📦bevy_enhanced_input

1
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.

While porting my game, I made many improvements. Actually using the crate gave me a better perspective 😅

Here's a quick showcase from my game. Smooth movement now automatically done by built-in LerpDelta modifier.

Also notice how pressing Esc cancels object spawning first due to the context priority.

Pressed keys displayed via screenkey app.

I also refined controls and added proper gamepad support. But touchscreen is still required due to missing UI navigation in Bevy. And I need to add cursor control with sticks 😅

Now I planning to implement some important features for bevy_replicon.

📜Full changelog 📦bevy_enhanced_input

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