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I'm working on a life simulation game with the working title Project Harmonia and would like to share my progress.
I migrated navigation from oxidized_navigation to vleue_navigator.
It uses the novel Polyanya algorithm instead of the classical A*.
I faced a few issues during the migration, but the author helped me resolve them all. He even dumped the navmesh of the house I built in the game and created a test named after the project 😅
I also implemented skipping points that the agent has projected past to prevent jitter when multiple points are close to each other.
I mean thanks to bridgy you can communicate across blusky and mastodon.
It requires to use a separate app like this which is not very convenient.
The dreamcast port is based on the mentioned Re3 (it's a fork), which can becompiled on both PC and PS2. The author showed the gameplay on the original hardware some time ago. So I guess he adapted the controls as well. Sorry if I confused you.
On PS2 - yes because Re3 could be compiled for it. On PC it will work with modern controllers. It's just a reverse-engineered port with some enhancements. But on Dreamcast - it depends on the port.
This port works with dual sticks as you would expect. It's not a vanilla GTA III, it's based on Re3 project.
The progress is incredible!
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I working on a life simulation game with a working title Project Harmonia.
I’ve finally added the ability to edit and remove previously spawned walls, along with an undo/redo system.
Implementing the undo/redo was a bit challenging. If a command spawns or despawns an entity, it needs to be tracked to update the history with the correct ID. Additionally, since the game is networked, I had to introduce the concept of pending history commands. These commands are only added to the history after server confirmation.
Bevy is a refreshingly simple data-driven game engine built in Rust. It is free and open-source forever!
They usually cut costs in unnoticeable for regular consumer way. Like include some chemistry that easy to produce and makes it tasty, but bad for health.
Fixed Client event buffering.
It’s a crate for server-authoritative networking. We use it for Project Harmonia, but it's general-purpose.
Some highlights:
- Added the ability to defer replication, which is useful for exchanging messages or downloading assets required by the server before replication starts.
- If there is any spawning, despawning, removal, or insertion, client events wait for replication. However, with this release, it can be disabled per event.
- Fixed entity mapping when a client event is buffering.
I have a small question about the keyboard :) How does it connect to the tablet? Via pins, it's not BT?
but capacitive (most new touch screens) don’t seem to detect the Wacom pen
Yes, it's totally expected! But looks like this screen supports MPP pens.
This is very helpful, thank you a lot!
How is the passive cooling? Does it get hot?
That's interesting details, thanks!
I saw a few posts on their reddit, like this, they were positive, but no one mentioned the drawing aspect...
Its fanless design ensures your StarLite will never make more than a whisper - unless you want it to. The Mk V supports coreboot open source firmware which you can effortlessly configure to your preferences via our coreboot configurator.
I searching for a tablet for drawing and discovered this one. Anyone tried drawing on it? I wondering if the experience is good.
On the page they doesn't mention if the screen supports drawing pens, but it's possible to order an MPP pen with it, so I assume that it works with Wacom or Surface pens?
Awesome, thank you!
How is your drawing experience?
How is your drawing experience?
Someone has already started modding the port for Dreamcast😄
This is now running on a 16MB stock Dreamcast!
Thank you!
This will definitely come in handy, offsetting is quite hard. For segments it's much simpler.
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I working on a life simulation game with a working title Project Harmonia.
Added initial editor for roads, reusing some logic from the walls implementation.
Currently, I'm using segments for road creation, but I plan to add Bezier curves to allow for curved walls and roads. Maybe I should use Bezier curves even for straight lines 🤔
I also need to use a texture without road markings for connection islands and implement rounding for turns.
But wanted to share the current progress :)
Thanks for the info!
Here is the link for people who don't use X: https://xcancel.com/gideonzhi/status/1819215914988196204
Yep, it's just a fork that makes it compatible with the Dreamcast.
Ah, I can do it inside the client, thank you!
How did you enable merge conflict resolution for KeePassXC databases?
I'm working on a life simulator game and want to share some progress :)
I found that Tonemapping::AcesFitted
better fits the game aesthetic. With a little bit of bloom and an environment map, it looks much nicer.
My wife also made more placeable objects, and I finished refactoring into new features from Bevy 0.14. Substates are so convenient!
People here also hate Reddit, but no one makes fun of them for it😄
Despite the platform having more users, we're all here for a reason. So it's no surprise to me that people hate Windows more than usual. I can't judge them for that.
You can even keep the original OS and just install dev tools via distrobox. That's what I do. It even comes pre-installed.
I recently discovered that the "Feature profile and posts in discovery algorithms" checkbox in the account settings is disabled by default. I didn't even know this option existed.
I'm curious why it's disabled by default. I think most users would want to be featured.
Dolphin's users are always looking for new ways to play their favorite games. And when a project called "RetroAchievements" started gaining popularity for adding achievements into retro games, users started wondering if Dolphin would ever add support for the project. Unfortunately for them, Dolphin ...
Changed Update to Bevy 0.14.0-rc.4. Move bevy_replicon_renet to a dedicated repository. ServerEventsPlugin and ClientEventsPlugin can be disabled on client-only and server-only apps respectively. ...
It’s a crate for server-authoritative networking.
This release adds support for Bevy 0.14.0 and includes features from the previous RC. I like Bevy's new release candidate process a lot!
But it will take some time for the messaging backends to update. The bevy_replicion_renet that I maintain needs the renet crate to be updated to Bevy 0.14 first.
Bevy is a refreshingly simple data-driven game engine built in Rust. It is free and open-source forever!
Bevy is a refreshingly simple data-driven game engine built in Rust. It is free and open-source forever!
Server-authoritative networking crate for the Bevy game engine. - projectharmonia/bevy_replicon
It’s a crate for server-authoritative networking.
We usually don't make breaking changes when a Bevy release is around the corner, but decided to make a small exception for this one :)
This release adds support for Bevy 0.14.0-rc.4 and splits the crate functionality by features. For example, for headless server you can disable client
feature.
By default all features, except diagnostics
are enabled, so you have the same set of plugins as before. But most plugin authors will need to add default-features = false
.
You can find it on crates.io or on GitHub. If you're already on the rc.3
, cargo update
should automatically pick it up.
Here is the list of fixes since the 0.14.0-rc.3. This is likely the last release candidate!
The estimated release date for the 0.14 is now beginning of next week.