Shatur 8h ago • 100%
Thanks!
It should work seamlessly since Steam Input operates at a lower level.
The app will receive the already-mapped input, so no additional handling needed.
It's a crate for dynamic and contextual input mappings for Bevy, inspired by Unreal Engine Enhanced Input. I really like the UE approach and decided to bring it to Bevy. Despite being the first release, it's **packed** with features: * Map inputs from various sources (keyboard, gamepad, etc.) to gameplay actions like `Jump`, `Move`, or `Attack`. * Assign actions to different contexts like `OnFoot` or `InCar`, which are regular components. * Activate or deactivate contexts by simply adding or removing components. * Control how actions accumulate input from sources and consume it. * Layer multiple contexts on a single entity, controlled by priority. * Apply modifiers to inputs, such as dead zones, inversion, scaling, etc., or create custom modifiers by implementing a trait. * Assign conditions for how and when an action is triggered, like "hold", "tap", "chord", etc. You can also create custom conditions, such as "on the ground". * React on actions with observers. I've implemented everything from UE and even added some extras. The crate also has ~90% test coverage. 📦[bevy_enhanced_replicon](https://crates.io/crates/bevy_enhanced_input)
It's a crate for dynamic and contextual input mappings for Bevy, inspired by Unreal Engine Enhanced Input. I really like the UE approach and decided to bring it to Bevy. Despite being the first release, it's **packed** with features: * Map inputs from various sources (keyboard, gamepad, etc.) to gameplay actions like `Jump`, `Move`, or `Attack`. * Assign actions to different contexts like `OnFoot` or `InCar`, which are regular components. * Activate or deactivate contexts by simply adding or removing components. * Control how actions accumulate input from sources and consume it. * Layer multiple contexts on a single entity, controlled by priority. * Apply modifiers to inputs, such as dead zones, inversion, scaling, etc., or create custom modifiers by implementing a trait. * Assign conditions for how and when an action is triggered, like "hold", "tap", "chord", etc. You can also create custom conditions, such as "on the ground". * React on actions with observers. I've implemented everything from UE and even added some extras. The crate also has ~90% test coverage. 📦[bevy_enhanced_replicon](https://crates.io/crates/bevy_enhanced_input)
It's a crate for dynamic and contextual input mappings for Bevy, inspired by Unreal Engine Enhanced Input. I really like the UE approach and decided to bring it to Bevy. Despite being the first release, it's **packed** with features: * Map inputs from various sources (keyboard, gamepad, etc.) to gameplay actions like `Jump`, `Move`, or `Attack`. * Assign actions to different contexts like `OnFoot` or `InCar`, which are regular components. * Activate or deactivate contexts by simply adding or removing components. * Control how actions accumulate input from sources and consume it. * Layer multiple contexts on a single entity, controlled by priority. * Apply modifiers to inputs, such as dead zones, inversion, scaling, etc., or create custom modifiers by implementing a trait. * Assign conditions for how and when an action is triggered, like "hold", "tap", "chord", etc. You can also create custom conditions, such as "on the ground". * React on actions with observers. I've implemented everything from UE and even added some extras. The crate also has ~90% test coverage. 📜[GitHub](https://github.com/projectharmonia/bevy_enhanced_input) 📦[bevy_enhanced_replicon](https://crates.io/crates/bevy_enhanced_input)
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.
Shatur 1mo ago • 100%
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.
Shatur 1mo ago • 100%
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.
Shatur 1mo ago • 100%
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!
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.
Shatur 1mo ago • 93%
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.
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. 📜[Full changelog](https://github.com/projectharmonia/bevy_replicon/blob/master/CHANGELOG.md) 📦[bevy_replicon](https://crates.io/crates/bevy_replicon)
Shatur 2mo ago • 100%
I have a small question about the keyboard :) How does it connect to the tablet? Via pins, it's not BT?
Shatur 2mo ago • 100%
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.
Shatur 2mo ago • 100%
Thank you!
Shatur 2mo ago • 100%
This is very helpful, thank you a lot!
How is the passive cooling? Does it get hot?
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?
Shatur 2mo ago • 100%
Awesome, thank you!
Shatur 2mo ago • 100%
How is your drawing experience?
Shatur 2mo ago • 100%
How is your drawing experience?
Someone has already started modding the port for Dreamcast😄
This is now running on a 16MB stock Dreamcast!
Shatur 2mo ago • 100%
Thank you!
This will definitely come in handy, offsetting is quite hard. For segments it's much simpler.
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 :)
Shatur 3mo ago • 100%
Thanks for the info!
Here is the link for people who don't use X: https://xcancel.com/gideonzhi/status/1819215914988196204
Shatur 3mo ago • 100%
Yep, it's just a fork that makes it compatible with the Dreamcast.
Recently discovered this project. Looks very interested. The screenshot on GitLab is outdated, here is a more recent one: ![](https://lemm.ee/api/v3/image_proxy?url=https%3A%2F%2Fcdn.xcancel.com%2Fpic%2Forig%2Fmedia%252FGTqLZQlWQAEzi_7.jpg) Source: https://xcancel.com/poiitidis/status/1817919660949405842
Shatur 3mo ago • 100%
Ah, I can do it inside the client, thank you!
Shatur 3mo ago • 100%
How did you enable merge conflict resolution for KeePassXC databases?
My wife just finished playground asset pack for our life simulation game :) Here are the renders in Blender: ![](https://lemm.ee/api/v3/image_proxy?url=https%3A%2F%2Ffiles.mastodon.social%2Fcache%2Fmedia_attachments%2Ffiles%2F112%2F854%2F699%2F530%2F674%2F047%2Foriginal%2Fbd706b39f4c607da.png) ![](https://lemm.ee/api/v3/image_proxy?url=https%3A%2F%2Ffiles.mastodon.social%2Fcache%2Fmedia_attachments%2Ffiles%2F112%2F854%2F699%2F649%2F198%2F909%2Foriginal%2F4c047ef1c99ed45f.png) ![](https://lemm.ee/api/v3/image_proxy?url=https%3A%2F%2Ffiles.mastodon.social%2Fcache%2Fmedia_attachments%2Ffiles%2F112%2F854%2F699%2F770%2F939%2F921%2Foriginal%2F14dd64dba349bbd6.png) ![](https://lemm.ee/api/v3/image_proxy?url=https%3A%2F%2Ffiles.mastodon.social%2Fcache%2Fmedia_attachments%2Ffiles%2F112%2F854%2F706%2F980%2F575%2F657%2Foriginal%2Fa310dfa55198bb2d.png) ![](https://lemm.ee/api/v3/image_proxy?url=https%3A%2F%2Ffiles.mastodon.social%2Fcache%2Fmedia_attachments%2Ffiles%2F112%2F854%2F707%2F124%2F631%2F125%2Foriginal%2F9a7172c73fde97a5.png) ![](https://lemm.ee/api/v3/image_proxy?url=https%3A%2F%2Ffiles.mastodon.social%2Fcache%2Fmedia_attachments%2Ffiles%2F112%2F854%2F707%2F253%2F831%2F685%2Foriginal%2F983c848fe5cf6cc0.png) ![](https://lemm.ee/api/v3/image_proxy?url=https%3A%2F%2Ffiles.mastodon.social%2Fcache%2Fmedia_attachments%2Ffiles%2F112%2F854%2F707%2F385%2F308%2F126%2Foriginal%2F41bb93f88a4c049d.png)
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! ![](https://lemm.ee/api/v3/image_proxy?url=https%3A%2F%2Flemmy.ml%2Fpictrs%2Fimage%2F6c42fe21-6b9c-416a-b578-8bb7e3ef0f31.png) ![](https://lemm.ee/api/v3/image_proxy?url=https%3A%2F%2Flemmy.ml%2Fpictrs%2Fimage%2Fcbf70dd4-07ad-4f0a-8239-7b7bb50bc8b2.png) ![](https://lemm.ee/api/v3/image_proxy?url=https%3A%2F%2Flemmy.ml%2Fpictrs%2Fimage%2Fd13e57da-9d8c-4351-85ff-782a86ee84de.png)
Shatur 3mo ago • 92%
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.
While I am refactoring the code to new features from Bevy 0.14, my wife continues making models. I think Bevy can look attractive. However, I am still not fully satisfied with my lighting configuration and will come back to it later. ![](https://lemm.ee/api/v3/image_proxy?url=https%3A%2F%2Flemmy.ml%2Fpictrs%2Fimage%2F7020768e-c5fc-469e-9357-62eb6487d199.png) ![](https://lemm.ee/api/v3/image_proxy?url=https%3A%2F%2Flemmy.ml%2Fpictrs%2Fimage%2F7ad0a507-a7b0-4b1b-9ee9-2b924dd7ae04.png)
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.
It’s a crate for server-authoritative networking. This release adds support for Bevy 0.14.0 and includes features from [the previous RC](https://lemmy.ml/post/17450650). 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](https://github.com/projectharmonia/bevy_replicon) that I maintain needs the [renet](https://github.com/lucaspoffo/renet) crate to be updated to Bevy 0.14 first. 📜[Full changelog](https://github.com/projectharmonia/bevy_replicon/blob/master/CHANGELOG.md) 📦[bevy_replicon](https://crates.io/crates/bevy_replicon)