@@ -338,7 +338,7 @@ Fortress and Cube World.
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In July, Veloren released 0.13! You can [ read the full blog post] [ veloren-0.13 ]
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that includes a trailer for the release party, and information about the new
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- features in the release. This release party set a new record of most players on
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+ features in the release. This release party set a new record for most players on
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the server at once, going from 195 to now 277! This version brings modular
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weapons, real-time weather, cliff towns, cave biomes, level of detail trees, and
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much more.
@@ -370,8 +370,8 @@ _Moving around_
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[ Agma] by [ @TuckerBMorgan ] is a 3D game built in the [ Storm Engine] that is based
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on games like Lost Ark and Diablo. The author has been writing about their experience
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with changing how they approach working on personal projects [ here] .
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- It is built using a custom UDP based networking stack, a custom ECS,
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- and a custom skinned mesh renderer to maximize what the author could learn.
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+ It is built using a custom UDP- based networking stack, a custom ECS,
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+ and a custom- skinned mesh renderer to maximize what the author could learn.
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[ Agma ] : github.com/TuckerBMorgan/Agma
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[ @TuckerBMorgan ] : https://twitter.com/T_B_Morgan
@@ -388,7 +388,7 @@ about automation similar to Satisfactory or Factorio.
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This month's updates include:
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- [ Audio support, a new space view, colonization of planets,
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- inventory overlay and better notifications] [ cnc-log-0-8 ] .
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+ inventory overlay, and better notifications] [ cnc-log-0-8 ] .
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- [ New textures for structures, info box, updated overlays and modles] [ cnc-log-0-9 ] .
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[ @I3ck ] : https://github.com/I3ck
@@ -411,9 +411,9 @@ coding game "Life Code":
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> I will be creating the art and models in the game using Blender.
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>
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> This will be a coding game which means players will have to use languages
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- > such as Python, Javascript, Rust, C++ and hopefully many more.
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+ > such as Python, Javascript, Rust, C++, and hopefully many more.
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> It will be possible to play even if you don't know how to code but the game
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- > will try to guide you to use real code instead on predefined behavior sets.
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+ > will try to guide you to use real code instead of predefined behavior sets.
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> Follow my journey where I try to create an impossible solo indie game
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> with little to no game dev experience.
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@@ -516,7 +516,7 @@ is a Rust library that provides bindings for the Godot game engine.
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The last few months have been a bit quieter around godot-rust. A lot of this
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can be attributed to developers exploring the [ GDExtension API] [ gd-gdext ] , the
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successor of GDNative for Godot 4. At this point, a lot of the foundation is
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- still being built, however some more concrete plans are outlined in
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+ still being built, however, some more concrete plans are outlined in
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[ #824 ] [ gd-824 ] . Further updates will be posted in that issue or on Twitter.
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Nevertheless, several improvements have been integrated to godot-rust since
@@ -542,7 +542,7 @@ Nevertheless, several improvements have been integrated to godot-rust since
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_ WASM 3d CPU Rendering On a 2d Fantasy Console?_
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[ Gamercade] ([ Discord] [ Gamercade-Discord ] , [ Github] [ Gamercade-Github ] )
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- by @RobDavenport is a WASM powered fantasy console focused
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+ by @RobDavenport is a WASM- powered fantasy console focused
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on building multiplayer neo-retro games.
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After over half a year in development, Gamercade and related tools are ready
@@ -673,7 +673,7 @@ Twitter!
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![ A screenshot from RuggRogue: a tiled view on a dungeon
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and a classic textual UI] ( ruggrogue.png )
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- [ @tung ] has been working on simple web-playable roguelike [ RuggRogue] [ ruggrogue ]
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+ [ @tung ] has been working on a simple web-playable roguelike [ RuggRogue] [ ruggrogue ]
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inspired by the [ Rust Roguelike Tutorial] [ rl-tut ]
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and documented the source code structure in a guide:
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@@ -713,7 +713,7 @@ Windows or Linux. What you get is a single executable with
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- Save/Restore state
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- Netplay!
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- It's early days, but the key features are there and work is ongoing
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+ It's early days, but the key features are there, and work is ongoing
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to make it more mature!
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[ nes-bundler ] : https://github.com/tedsteen/nes-bundler
@@ -728,8 +728,8 @@ using rend3, wgpu, and egui. It follows the steps of applications like
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Houdini, or Blender's geometry nodes project and provides a node-based
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environment to compose procedural recipes to create 3d models.
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- The focus for the past few months has been into evolving Blackjack from a proof
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- of concept into a usable application. It's current status is not yet production
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+ The focus for the past few months has been on evolving Blackjack from a proof
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+ of concept into a usable application. Its current status is not yet production
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ready, but it can now be used to build complex procedural models editable inside
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a game engine thanks to its new engine integration system.
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@@ -934,7 +934,7 @@ This month [OpenGl 2.1/GLESv2][gl2pr] PR got merged, adding support for old
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android phones, virtual machines, and just old computers.
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While the PR itself is quite small, it solved a very old design issue:
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[ compatibilities proposal] [ mqcompat ] . Fixing this issue opened the door for
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- both lower-end backends, like gl1, and higher-level backends. Metal being the
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+ both lower-end backends, like gl1, and higher-level backends. Metal is the
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next in line.
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[ miniquad ] : https://github.com/not-fl3/miniquad/
@@ -952,7 +952,7 @@ It currently:
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- Loads geometry and meshes
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- Loads mesh attributes such as color
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- - Loads default material diffuse textures, normal maps and emissive maps
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+ - Loads default material diffuse textures, normal maps, and emissive maps
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- Loads the custom Maya PBR materials, including all material textures
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- Load the scene tree and translate it to bevy's hierarchy
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@@ -1001,7 +1001,7 @@ _A visualization of a simple NPC behavior tree_
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[ bonsai-bt] by [ @Sollimann ] is a Rust implementation of behavior trees.
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> A Behavior Tree (BT) is a data structure in which we can set the rules of how
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- > certain behavior's can occur, and the order in which they would execute.
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+ > certain behaviors can occur and the order in which they would execute.
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> BTs are a very efficient way of creating complex systems that
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> are both modular and reactive.
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> These properties are crucial in many applications,
@@ -1015,7 +1015,7 @@ _Discussions: [/r/rust_gamedev](https://reddit.com/r/rust_gamedev/comments/vxk8h
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### [ shades] and [ shades-edsl]
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- ![ a sorce code that uses shades and a running app with the result:
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+ ![ a source code that uses shades and a running app with the result:
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a gradient from green to red] ( shades-edsl.png )
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[ @phaazon ] has published [ a detailed article] [ shades-article ] that introduces
@@ -1105,8 +1105,8 @@ _Discussions: [/r/rust](https://reddit.com/r/rust/comments/w92aya/fdg)_
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- [ bevy_roguelike] is a project that implements reusable Bevy ECS
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systems and components for writing roguelike games.
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- Other library updates:
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- - [ wgpu v0.13 and naga v0.9] [ wgpu-13 ] bring newest WGSL spec support,
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- improved presentation and pipelining, and lots of ther performance
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+ - [ wgpu v0.13 and naga v0.9] [ wgpu-13 ] bring the newest WGSL spec support,
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+ improved presentation and pipelining, and lots of performance
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and correctness improvements. The devs also decided to make the DX12 backend
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default on Windows and are looking for testers.
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- [ bevy_pancam] is a 2d-camera plugin for Bevy that works with orthographic cameras.
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