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chrisbiscardi.bsky.social
Rustlang and Rustlang accessories * YouTube: https://www.youtube.com/@chrisbiscardi * Learn Rust: https://www.rustadventure.dev/ * Rust Discord: https://discord.gg/GJ5UfxzUcP * Party Corgi Content Discord: https://discord.gg/partycorgi
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when you export the gltf file, you *must* have "Custom Properties" checked to export the data, and you can optionally choose to export a gltf instead of a .glb if you want to check the file for debugging purposes
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yeah, that's "custom properties". If you object blender with the default scene, select the cube and go to the orange box tab on the right hand side, then scroll down to Custom Properties. You can hit "new" and drop data in there. In the gltf file that data shows up in the "extras" field.
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yeah, looking forward to seeing modern consoles get support (eventually) and in the meantime, gameboy, playdate, etc are super fun to play with
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I'm hyped on the Transform propagation change tbh
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Look, a toaster! /me runs away with a fridge on his back
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full cycle is done, bevy -> blender -> bevy. Needs more work expanding the types of components that are supported, docs, and testing, but all of the "can this be done like that" kind of work is done and fully working. 0.16 only atm too, so might backport it.
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blender addon ui for this scene (right hand side panel with the list and form)
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Generally anything that can export into a gltf file (including textures and animations) will work in bevy. Custom blender shader node graphs (for example) will not.
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the Python code is by far the most time-consuming part of this project, having taken days of time compared to hours on the Rust side.
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Probably something like carbon.now.sh
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The spawning experience used to look like this (using with_children or similar APIs) and now in 0.16 will look like the other image if you opt in to using the macros. (You can also avoid the macros if you wish)
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😆
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Gotta go with hybrid theory but that's because of personal relevance to me
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animations are driving nicely though
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ship can be targeted by many ballistas, but each ballista can only target a single ship.
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yeah definitely. It would be nice to know more about the fork too: is it long lived? (ie: will this diverge from upstream)? what does it add/what should people think about when choosing between this or upstream?
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I shouldn't be using github's ui anyway I guess, time to move towards cloning more often
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looking for tiled0 in agb's repo, click examples/ to filter down, get *every repo that has an examples folder*