Shatur

joined 3 years ago
12
submitted 1 week ago* (last edited 1 week 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 ๐Ÿ˜…

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.

๐Ÿ“œFull changelog ๐Ÿ“ฆbevy_enhanced_input

[โ€“] Shatur@lemmy.ml 7 points 3 weeks ago (1 children)

What icon theme is that on the Pinephone?

It's Papirus.

Is this the offline translator in Firefox?

No, it's a standalone app for online translation.

 

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

[โ€“] Shatur@lemmy.ml 2 points 3 weeks ago* (last edited 3 weeks ago)

Thanks!

It should work seamlessly since Steam Input operates at a lower level.
The app will receive the already-mapped input, so no additional handling needed.

 

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

 

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.

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

I mean thanks to bridgy you can communicate across blusky and mastodon.

It requires to use a separate app like this which is not very convenient.

 

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.

 

Itโ€™s a crate for server-authoritative networking. We use it for Project Harmonia, but it's general-purpose.

Some highlights:

  • Added the ability to defer replication, which is useful for exchanging messages or downloading assets required by the server before replication starts.
  • If there is any spawning, despawning, removal, or insertion, client events wait for replication. However, with this release, it can be disabled per event.
  • Fixed entity mapping when a client event is buffering.

๐Ÿ“œFull changelog ๐Ÿ“ฆbevy_replicon

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

I have a small question about the keyboard :) How does it connect to the tablet? Via pins, it's not BT?

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

This is very helpful, thank you a lot!

How is the passive cooling? Does it get hot?

[โ€“] Shatur@lemmy.ml 4 points 2 months ago

That's interesting details, thanks!

I saw a few posts on their reddit, like this, they were positive, but no one mentioned the drawing aspect...

 

I searching for a tablet for drawing and discovered this one. Anyone tried drawing on it? I wondering if the experience is good.

On the page they doesn't mention if the screen supports drawing pens, but it's possible to order an MPP pen with it, so I assume that it works with Wacom or Surface pens?

[โ€“] Shatur@lemmy.ml 1 points 3 months ago

Thank you!

This will definitely come in handy, offsetting is quite hard. For segments it's much simpler.

16
Initial roads support (files.mastodon.social)
 

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

Added initial editor for roads, reusing some logic from the walls implementation.

Currently, I'm using segments for road creation, but I plan to add Bezier curves to allow for curved walls and roads. Maybe I should use Bezier curves even for straight lines ๐Ÿค”

I also need to use a texture without road markings for connection islands and implement rounding for turns.

But wanted to share the current progress :)

 

I'm working on a life simulator game and want to share some progress :)

I found that Tonemapping::AcesFitted better fits the game aesthetic. With a little bit of bloom and an environment map, it looks much nicer.

My wife also made more placeable objects, and I finished refactoring into new features from Bevy 0.14. Substates are so convenient!

[โ€“] Shatur@lemmy.ml 1 points 3 months ago (1 children)

Similar to what most smartwatches can: measure heartbeat, show notifications and answer calls from your smartphone, flashlight (by showing white write screen), show weather, etc.

[โ€“] Shatur@lemmy.ml 23 points 4 months ago (6 children)

PineTime is nice, wearing it right now.

 

While I am refactoring the code to new features from Bevy 0.14, my wife continues making models.

I think Bevy can look attractive. However, I am still not fully satisfied with my lighting configuration and will come back to it later.

 

I recently discovered that the "Feature profile and posts in discovery algorithms" checkbox in the account settings is disabled by default. I didn't even know this option existed.

I'm curious why it's disabled by default. I think most users would want to be featured.

[โ€“] Shatur@lemmy.ml 6 points 5 months ago* (last edited 5 months ago) (1 children)

Maybe attaching a phone to monitor to use it as a GNU/Linux computer? Modern smartphones are powerful.

Also I saw that many people use Termux to emulate some PC games, maybe with this tech it will be easier?

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