@@ -141,6 +141,37 @@ and story a bit more.
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[ @nikl_me ] : https://twitter.com/nikl_me
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[ wicked_potions_repo ] : https://github.com/NiklasEi/wicked_potions
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+ ### [ The Process]
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+
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+ ![ Showcase image for the new inventory UI in The Process] ( the_process.gif )
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+ _ The godot_egui backend powering a new inventory UI for The Process_
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+
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+ [ The Process] by @setzer22 is an upcoming game about factory building,
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+ process management, and carrot production,
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+ built with Rust using the Godot game engine!
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+
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+ Continuing with last month's migration of old GDScript code to ECS in Rust, this
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+ month's main focus has been on porting the GUI code. This has resulted in
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+ the birth of a Godot integration for [ egui] ( https://docs.rs/egui/ ) that now
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+ powers the game's interface.
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+
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+ This month has seen the following changes and improvements:
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+
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+ - Finished migration of character controller code to ECS style. Now with [ 300%
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+ more jumps!] ( https://twitter.com/PlayTheProcess/status/1413081233396011012 )
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+ - Implemented [ better ambient
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+ lighting] ( https://twitter.com/PlayTheProcess/status/1413943539160031246 ) and
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+ enable using different skies for radiance and display. This required a [ forked
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+ godot version] ( https://github.com/setzer22/godot/tree/feature/cosmetic_sky ) .
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+ - Implement a [ new inventory and
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+ toolbar] ( https://twitter.com/PlayTheProcess/status/1417774452012724226 )
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+ interface using egui.
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+ - Integrated the [ puffin
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+ profiler] ( https://twitter.com/PlayTheProcess/status/1420277428199559174 ) into
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+ the game using the godot_egui integration.
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+
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+ [ The Process ] : https://twitter.com/PlayTheProcess
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+
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### [ Robo Instructus: 2 Years Old] [ robo-year ]
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![ game logo + OS logos] ( robo-os.jpg )
@@ -223,6 +254,30 @@ web [playground].
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[ Throne ] : https://github.com/t-mw/throne
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[ playground ] : https://t-mw.github.io/throne-playground/
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+ ### [ godot_egui]
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+
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+ ![ godot_egui] ( godot_egui.gif )
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+
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+ [ godot_egui] is an integration of the [ egui] ( https://github.com/emilk/egui )
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+ crate for the Godot engine using Rust, enabling highly dynamic and performant
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+ user interfaces in an immediate-mode style in Godot.
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+
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+ Godot has a great GUI system, so why use ` godot_egui ` instead? A more in-depth
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+ rationale can be found in the crate's README, but the main reason is to provide
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+ a GUI system for godot-rust games that is closer to Rust's data driven
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+ philosophy.
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+
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+ Unlike other egui integrations, ` godot_egui ` has the special feature of being
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+ embedded as a custom Godot scene tree node. This effectively allows combining
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+ Godot's retained mode UI and container-based placement with the simplicity of
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+ immediate-mode style GUI code of ` egui ` , getting the best of both worlds.
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+
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+ The [ github repository] ( https://github.com/setzer22/godot-egui ) has an example
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+ project and usage instructions to get you started with immediate-mode GUI
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+ programming with Godot and Rust!
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+
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+ [ godot_egui ] : https://docs.rs/godot_egui/
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+
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## Popular Workgroup Issues in Github
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<!-- Up to 10 links to interesting issues -->
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