@@ -157,15 +157,15 @@ The Rusty Jam will be back, so stay tuned on
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([ Steam] [ hgs_steam ] , [ Facebook] [ hgs_facebook ] , [ Discord] [ hgs_discord ] )
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is a realistic sailing/foiling inshore simulator in development for PC/Steam
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that will put you in the driving seat of modern competitive sailing.
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- Hydrofoil Generation is based on a custom made DirectX 11 based engine in
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+ Hydrofoil Generation is based on a custom- made DirectX 11 based engine in
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Rust.
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June saw a lot of features added to the game, most notables being "New TV
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Overlays", "Control Assists", "Ropes Rendering" plus several physics
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- improvement . Stefano Casillo, the developer went through all of them in
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+ improvements . Stefano Casillo, the developer went through all of them in
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a recent [ devlog] [ hgs_devlog ] .
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- Work on July will focus on the physics implementation of a new boat, a
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+ Work in July will focus on the physics implementation of a new boat, a
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foiling multihull coming with her own set of new challenges.
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Hydrofoil Generation is targeting a Q4 2022 Early Access release on Steam.
@@ -190,14 +190,14 @@ Features:
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- Discover new monsters and equipment the deeper you go.
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- Hunger and regeneration: stay fed and stay healed!
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- Choose between graphical tiles and ASCII display.
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- - Menu-based UI with hot keys .
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+ - Menu-based UI with hotkeys .
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- Auto-run to quickly follow corridors and cross open space.
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- Save and load system.
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- New Game Plus mode!
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The source code is complemented by the
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[ RuggRogue Source Code Guide] [ ruggrogue-book ] ,
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- a 23-chapter technical web book covering the ideas, algorithms and structure of
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+ a 23-chapter technical web book covering the ideas, algorithms, and structure of
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the code.
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_ Discussions:
@@ -224,7 +224,7 @@ This month the last planned port has been completed; the games are:
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- Soccer (Sensible Soccer clone, ported to [ Fyrox] ( https://github.com/FyroxEngine/Fyrox ) )
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A Bevy ECS tutorial, based on Rusty Roguelike, has been published, and it's
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- announced on this newsletter.
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+ announced in this newsletter.
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[ Rust Game Ports ] : https://github.com/64kramsystem/rust-game-ports
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[ Saverio Miroddi/@64kramsystem ] : https://twitter.com/64kramsystem
@@ -259,11 +259,11 @@ Source available on [GitHub][vetovoima_github].
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[ Botnet] is an upcoming programming-based multiplayer game,
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where you write scripts (compiled to WebAssembly) to control robots.
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- Coordinate your bots to gather resources, build new industry ,
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+ Coordinate your bots to gather resources, build new industries ,
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and expand your control of the server.
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This month saw the start of the project, and a majority of the foundational
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- code written. Next month we'll be adding more features, and aim to flesh out
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+ code was written. Next month we'll be adding more features, and aim to flesh out
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the game beyond [ basic pathfinding and resource harvesting] [ botnet_example_bot ] .
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Interested in contributing? Head over to the
@@ -372,13 +372,13 @@ The game is built on the [Emerald Game Engine].
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![ ggez logo] ( ../005/ggez-logo-maroon-full.svg )
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- [ ggez] by [ @icefoxen ] , [ @nobbele ] and [ @PSteinhaus ] is a cross-platform game
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+ [ ggez] by [ @icefoxen ] , [ @nobbele ] , and [ @PSteinhaus ] is a cross-platform game
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framework for making 2D games with minimum friction. It aims to implement an
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API based on the LÖVE game framework.
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This version has finally moved ggez away from pre-ll gfx and into the world
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- of [ wgpu] ! This hopefully means less bugs, greater stability and easier
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- maintainability at the cost of some low performance devices such as the
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+ of [ wgpu] ! This hopefully means fewer bugs, greater stability, and easier
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+ maintainability at the cost of some low- performance devices such as the
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Raspberry Pi.
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As for the user-facing API:
@@ -447,7 +447,7 @@ focused on portability and low-end platform support.
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In versions prior to 0.3, it was virtually impossible to integrate, for
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example, a big in-app payments or advertisement SDK into a Miniquad Android
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- game. 0.3 has solved this, giving the possiblity to interop with any Java code.
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+ game. 0.3 has solved this, giving the possibility to interop with any Java code.
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The developer has posted [ a write-up of this functionality] [ miniquad-java ] on
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the macroquad site.
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@@ -578,7 +578,7 @@ low-resolution, fixed-width aesthetic is desired.
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The psf2 crate parses font data, exposing font size, glyph lookup, and iterators
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to traverse a glyph's bitmap for easy rendering. Due to its limited scope, it is
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- much smaller and faster than conventional text rasterizers, but cannot support
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+ much smaller and faster than conventional text rasterizers but cannot support
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variable-width, anti-aliased, or shaped text.
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[ psf2 ] : https://github.com/Ralith/psf2
@@ -604,7 +604,7 @@ cleaner and smaller code.
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[ glam] is a simple and fast linear algebra crate for games and graphics.
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This month version 0.21 of glam was released. Because glam is not a generic
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- library, when support was added for ` f64 ` , ` i32 ` and ` u32 ` types back in glam
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+ library, when support was added for ` f64 ` , ` i32 ` , and ` u32 ` types back in glam
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0.12, macros were used internally to avoid a lot of code duplication. This
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unfortunately obfuscated the internals of glam for anyone who needed to view the
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source.
@@ -625,7 +625,7 @@ functions have also been made `const fn` removing the need for macros to create
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[ kajiya] by [ @h3r2tic ] is an experimental real-time global illumination
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renderer.
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- In June, a long-standing branch has landed, bringing with it a complete
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+ In June, a long-standing branch landed, bringing with it a complete
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overhaul of indirect lighting. The new implementation uses spatiotemporal
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reservoir resampling (ReSTIR) and a novel irradiance cache, bringing forth
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larger scenes, quicker response to lighting changes, and less noise.
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