@@ -610,6 +610,42 @@ youtube][nes-audio-tool-demo-video]. The PDF of the slides from the talk are
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[ writing-nes-programs-in-rust-pdf ] : https://raw.githubusercontent.com/gridbugs/nes-programming-in-rust-sydney-rust-meetup-2023-03-01/main/slides.pdf
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[ nes-audio-tool-demo-video ] : https://www.youtube.com/watch?v=QHoISiWdPXo
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+ ### [ Foxtrot Becomes Stable(-ish)] [ fox-ann ]
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+
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+ ![ Foxtrot in Action] ( foxtrot.gif )
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+
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+ Jan Hohenheim's ([ @janhohenheim ] ) [ Foxtrot] , the all-in-one for the Bevy engine,
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+ has reached its [ 0.2 milestone] [ fox-0-2 ] .
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+ Thanks to feedback, contributions and crates from the community, it has now
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+ reached a fairly stable state. While there used to be a major change every week
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+ before, the project will limit itself to updating only minor things during a
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+ Bevy version lifecycle and do major reworks only in time for new versions.
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+
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+ So, if anyone was eyeing it but was turned off by the frequent big changes or
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+ the lack of some features, now is the time! Version 0.2.0 includes
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+ the following cool new features compared to 0.1.0:
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+
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+ - Wasm support, with [ a live demo here] ( https://janhohenheim.github.io/foxtrot/ ) .
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+ If the mouse lock doesn't work, spam ` Esc ` a bunch of times 😉
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+ - Beautiful grass through [ warbler\_ grass] ( https://crates.io/crates/warbler_grass )
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+ - Buttery smooth cameras through [ bevy\_ dolly] ( https://github.com/BlackPhlox/bevy_dolly )
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+ - Dynamic pathfinding through [ oxidized\_ navigation] ( https://crates.io/crates/oxidized_navigation )
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+ - Simplified error handling through [ bevy\_ mod\_ sysfail] ( https://crates.io/crates/bevy_mod_sysfail )
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+ - Easy to write plugins through [ seldom\_ fn\_ plugin] ( https://crates.io/crates/seldom_fn_plugin )
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+ - Sprinting particles through [ bevy\_ hanabi] ( https://github.com/djeedai/bevy_hanabi )
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+ - A demo scene with houses (CC0 if you want to reuse them)
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+ - Dialog that gets draws letter-by-letter and is nicer to look at
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+ - Better documentation
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+
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+ Thanks also to [ bevy\_ game\_ template] ( https://github.com/NiklasEi/bevy_game_template ) ,
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+ without which Foxtrot would not be possible in the first place! And thanks
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+ to PhaestusFox, who [ made a video about the template] ( https://youtube.com/watch?v=MsYX4he_z_8 )
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+
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+ [ @janhohenheim ] : https://github.com/janhohenheim
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+ [ fox-ann ] : https://reddit.com/r/rust_gamedev/comments/11wpptk/foxtrot_reaches_020
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+ [ Foxtrot ] : https://github.com/janhohenheim/foxtrot
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+ [ fox-0-2 ] : https://github.com/janhohenheim/foxtrot/milestone/2
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+
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### [ Using the Depth Prepass in Bevy 0.10]
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![ depth prepass in bevy 0.10] ( bevy-depth-prepass.jpg )
@@ -830,6 +866,19 @@ or [through Testflight][orlop-beta].
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## Library Updates
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+ ### [ Pixelate Mesh] [ pixelate-mesh-ann ]
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+
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+ ![ Differently pixelated foxes] ( foxes.jpg )
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+
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+ Jan Hohenheim ([ @janhohenheim ] ) recently published a new crate called [ pixelate_mesh] .
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+ It is a Bevy plugin that provides a Pixelate component that one can add to any
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+ entity holding a mesh or a scene, which it will then pixelate without any post-processing.
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+ The idea is to recreate the effect seen in [ Prodeus] .
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+
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+ [ pixelate_mesh ] : https://github.com/janhohenheim/pixelate_mesh
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+ [ pixelate-mesh-ann ] : https://reddit.com/r/bevy/comments/11qenq3/pixelate_mesh
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+ [ Prodeus ] : https://youtube.com/watch?v=Vb-hPYOIwMw
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+
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### [ ` bevy_text_mode ` ]
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![ Screenshot of 1-bit sprites drawn using bevy_text_mode.] ( bevy_text_mode.png )
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