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content/news/035/index.md

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@@ -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.
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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:
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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
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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
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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:
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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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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
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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.
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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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