Dev tools can be more than a grab bag

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chris biscardi

4 ай бұрын

This Week in Bevy 2024-03-25
thisweekinbevy.com/issue/2024-03-25-devtools-can-be-more-than-a-grab-bag
# Chapters
00:00 Overview
00:16 Bevy 0.13.1
00:33 rfc 77
01:06 meshlets
02:30 dekirisu's animal crossing inspired sandbox
02:48 2d minecraft
02:54 Asteroids Ship Controller
03:19 svincraft
03:34 shu
03:54 ray casting
04:10 voxel world generation
04:25 green
04:35 compass map editor
04:52 zoolitaire
05:07 PathToRenewal
05:23 SDF Meshes
05:31 gold squares
05:44 X-treme Kitty Sledding
06:08 particles and rain!
06:23 iyes_perf_ui
07:41 web_panic_report
08:09 bevy_egui
08:13 Gravity Sickness
08:26 Panzatier
08:40 Extreme Bevy 5: Procedural Generation
09:13 Modular Characters
09:22 inline assets
09:48 Top Down Shooter Tutorial
10:05 Merged PRs

Пікірлер: 34
@dekirisu
@dekirisu 4 ай бұрын
Thanks for covering again. 💖 Nice to see all the work around and with bevy! 🕊
@chrisbiscardi
@chrisbiscardi 4 ай бұрын
Thanks for sharing your work! I enjoy seeing your progress.
@newclarity4228
@newclarity4228 4 ай бұрын
Hello! I'm the creator of Kitty Sledding X-treme and I audibly gasped when I saw this on my feed. Thank you for showcasing our game!
@chrisbiscardi
@chrisbiscardi 4 ай бұрын
Thanks for sharing it! I had fun playing through all the upgrades.
@LageAfonso
@LageAfonso 4 ай бұрын
Thanks for sharing this!!
@morgomi
@morgomi 4 ай бұрын
I really love this series. 😍
@kai-.-man
@kai-.-man 4 ай бұрын
Sound is really low or is it just me?
@omaskery
@omaskery 4 ай бұрын
It is sadly very quiet for me too :( Otherwise good video though! ^_^
@cactus9277
@cactus9277 4 ай бұрын
just you
@chrisbiscardi
@chrisbiscardi 4 ай бұрын
definitely lower volume than the others in this series. I must have missed something. I recorded this one in a hotel so everything is different 😅
@henrymaddocks984
@henrymaddocks984 4 ай бұрын
@@chrisbiscardi Speaking of meta stuff, you often clip the ends of words off, or clip them too close, which combined with your fast talking style, makes it hard to understand what you are saying sometimes.
@chrisbiscardi
@chrisbiscardi 4 ай бұрын
@@henrymaddocks984 yep, today's video is particularly bad for that. Same kind of issue. Different mic, different recording location, etc, and I actually messed it up today and had to re-record some bits already. I review the videos about a month after I publish them to get a fresh view on what its like to watch them and make adjustments. I hear my own voice so much during editing that I can miss things because everything ends up sounding weird eventually. I'll keep this in mind for the next ones.
@SheeceGardazi
@SheeceGardazi 4 ай бұрын
so coool
@ganf
@ganf 4 ай бұрын
Is meshlets like nanite in unreal?
@chrisbiscardi
@chrisbiscardi 4 ай бұрын
yeah, nanite is mentioned in the PR description.
@holly_hacker
@holly_hacker 4 ай бұрын
Please just call the videos "this week in bevy" again.
@chrisbiscardi
@chrisbiscardi 4 ай бұрын
I can do that, but then they'll all have the same title and they're already in a "This Week in Bevy" playlist, and have "This Week in Bevy" in the thumbnail, so it would help me to know why. Do you search "This Week in Bevy" to find the videos or something?
@holly_hacker
@holly_hacker 4 ай бұрын
@@chrisbiscardi no, I see them in my sub feed and use titles to judge what's in the video. Videos with undescriptive, clickbaity or wrong titles are very frustrating to watch. Previous videos started with "this week in bevy" followed by a summary. Isn't that fine? It's what other news programs use as well.
@chrisbiscardi
@chrisbiscardi 4 ай бұрын
Are you saying you think the video title today is clickbait or wrong? Also do you have thumbnails turned off? "This Week in Bevy: Devs tools can be more than a grab bag" would've been the title today but it doesn't really do any good to duplicate that between the thumbnail and the title and the thumbnail already says "This Week in Bevy"; So the thumbnail+title combination today is what it would've been anyway, which is why I'm asking for more detail.
@dilcon
@dilcon 4 ай бұрын
TWIB:… just like this week in Rust got “TWIR” maybe? I get the Point of the Original commenter
@chrisbiscardi
@chrisbiscardi 4 ай бұрын
@@dilcon yeah, I've considered TWIB. TWIB only makes sense if you already know what it is though. will give it some more thought
@Astamor
@Astamor 4 ай бұрын
I've recently found your channel and decided to try Bevy. I come from SFML and Libgdx. The first issue that I couldn't find solution for is how to maintain constant game resolution. For example I would like in 2d pixel art game to have resolution 1024x576 regardless of the actual window size which can be different depending on monitor(1080, 1440, 4k, etc). In SFML you achieve this with sf::View, in LibGdx with Viewports. Is there something like this for Bevy ? I've tried looking through different tutorials and videos but as usual people avoid this topic like fire and I haven't found a single resource.
@chrisbiscardi
@chrisbiscardi 4 ай бұрын
Are you asking how to scale a camera's projection? I'm not sure what you mean by "constant game resolution" here. If you spawn something in at 1024 it will be 1024. Game assets don't scale with window size. You could modify the Projection settings for your 2d camera, including scale: docs.rs/bevy/0.13.1/bevy/prelude/struct.Camera2dBundle.html
@Astamor
@Astamor 4 ай бұрын
What I mean is that I want to show exactly the same world regardless of window size. Let's say I have tile size 32x32 pixels. In window 1080p it will render for example 32x18 tiles but the same game run in window size 1440p will render more tiles, meaning person with bigger monitor will see bigger part of the game world giving that person unfair advantage. In LibGdx for example you solve this by using a Viewport which is set to fixed size, let's say 1024x576 meaning that in a game window you will always see the same amount of the game world. Increasing window size will not render bigger part of the world. This is the most common problem you will ever face when working with 2d that's why every framework has built-in solution for that. With one line of code you can make sure you always show the same part of the world.
@chrisbiscardi
@chrisbiscardi 4 ай бұрын
You should read the documentation I linked to. Specifically the ScalingMode in the OrthographicProjection that I mentioned earlier. Here's a direct link: docs.rs/bevy/0.13.1/bevy/render/camera/enum.ScalingMode.html The default ScalingMode is ScalingMode::WindowSize(1.0). It sounds like you want Fixed, but there are a few other options. -- docs.rs/bevy_render/0.13.1/src/bevy_render/camera/projection.rs.html#464
@Astamor
@Astamor 4 ай бұрын
Thank you for answering, I've figured it out@@chrisbiscardi For anyone in the future struggling with resolution of your 2d game here is how you do it: pub fn setup_camera(mut commands: Commands) { commands.spawn(Camera2dBundle { projection: OrthographicProjection { scaling_mode: ScalingMode::Fixed { width: RESOLUTION_X, height: RESOLUTION_Y }, near: - 1000.0, far: 1000.0, ..default() }, ..default() }); } As you can see we set Fixed Scaling mode to the values of RESOLUTION_X and RESOLUTION_Y, in my case it's just 1024.0 and 576.0 What's important to remember here is that you MUST set values for near and far fields. Whenever you change anything in OrthographicProjection those two values are set to 0, which means you won't be able to see your sprites.
@darknetworld
@darknetworld 4 ай бұрын
Link to news?
@chrisbiscardi
@chrisbiscardi 4 ай бұрын
in the description
@darknetworld
@darknetworld 4 ай бұрын
@@chrisbiscardi I guess I didn't see it. Wake up tend to mess up thinking. XD