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#bevyengine

6 Beiträge6 Beteiligte1 Beitrag heute

I'm stoked to have been a part of the Bloom Digital team that just released LongStory 2! They took a risk by using the Bevy game engine, but it looks like it's paid off—way fewer bug reports upon release.

This work required mucking with some upstream crates, and they were happy to support the #opensource community and send those changes back, which I'm thrilled with.

bloomdigital.to/LongStory2/ #bevyengine

bloomdigital.toLongStory 2 - Bloom Digital Media

hi, does anyone know how to use #bevy AssetWatchers manually? i wanna implement manual hot reloading (or well, hot respawning) for gltf scenes since that's broken for quite a while now and probably not fixably without a lot of controversy, but i need it asap, but idk how to get the AssetSourceEvents out of it.

:boost_request:

docs.rsAssetWatcher in bevy::asset::io - RustA handle to an “asset watcher” process, that will listen for and emit `AssetSourceEvent` values for as long as `AssetWatcher` has not been dropped.

This is not related to #OpenStreetMap it could. It is a simulation in #rustlang with roads buildings & cars, just like you may have seen in F4map.org. A Object system is used, like #BevyEngine does. If you watch the demo at 14:30, it's like we know OSM in 3D. The app could be modified to read & show (&simulate) OSM data.
AND it includes editing! Image to see the OSM layer in 3D, may be your GPS track or layers like JOSM knows. Now you could create or modify "live" in 3D.

youtube.com/watch?v=LiIoE8ArAC