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eli (ˈe̝ːli), vampire kitsune

game dev infodump
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so rowan’s spent the past 2 weeks or so really working on a game. it decided to go with bevy because it’s the only thing that runs well enough on her laptop to actually develop something.

in the past 2 weeks, it has:

  • setup a blender/bevy workflow using bevy_skein that allows design in blender and all the unfun stuff to stay in code
  • made a basic player controller: movement, looking around with the mouse
  • added physics (love u avian3d)
  • made an interaction system that allows for entities to have arbitrary behaviors when the player interacts with them
  • added an animation/animator system that reads from blender and kinda makes it work in bevy. it’s still kinda jank and doesn’t handle it very well, but it does work
  • made a tiny ui framework with data binding
  • made a change detection system that uses bevy’s new observers/events (just got done profiling this and it’s Not Bad ™ for a first attempt nkoShrug)
  • setup tracy and configured cargo to build a slimmed down version of the game for testing and profiling stuff

would love to upload a video or something but there’s not much to look at and also fuck trying to record/screenshare on wayland, hate it so much. once that works though, expect a few images/videos hearts1

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eli (ˈe̝ːli), vampire kitsune

re: game dev infodump
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once everything settles from all the changes she just made, eli’s probably going to improve the animation system by finding a third party plugin to handle it, make a few ui things, then do asset creation and greybox out the map

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re: game dev infodump
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@rowan I’m excited for when you can work more on the game design and level design parts! I imagine the programming stuff can’t be too fun lol

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game dev infodump
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@rowan good rowan

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re: game dev infodump
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