From 9e9d0b932ad7a241103bbeabc9921c42cd2768dc Mon Sep 17 00:00:00 2001 From: Forest Date: Mon, 2 Mar 2020 20:22:54 -0500 Subject: [PATCH 1/2] Shipyard and crow --- content/posts/newsletter-007/index.md | 52 +++++++++++++++++++++++++++ 1 file changed, 52 insertions(+) diff --git a/content/posts/newsletter-007/index.md b/content/posts/newsletter-007/index.md index 23ed54b97..5c9852204 100644 --- a/content/posts/newsletter-007/index.md +++ b/content/posts/newsletter-007/index.md @@ -433,6 +433,58 @@ For more details, please see the [`specs` changelog]. [specs]: https://crates.io/crates/specs [`specs` changelog]: https://github.com/amethyst/specs/blob/0.16.1/CHANGELOG.md#0161-2020-02-18 +### [Shipyard] v0.3 + +Take a look at [this](https://www.reddit.com/r/rust/comments/fbo8wf/shipyard_03_release/) Reddit thread for a discussion on the update. + +[Shipyard] is an Entity Component System crate. ECS is a pattern mostly used in games but not only. It fits really well with Rust, allowing easy composition and lifetime management. + +- [User guide] Learning to use a crate with the documentation can be hard. There's now a guide to explain what can be done with Shipyard and how. +- No need to register components anymore Components had to be registered before accessing them by using World::new or World::register. +Storages are now automatically created when they are first accessed. +- !Send and !Sync components All components had to be Send + Sync, this is a strict limitation to make sure storages can use parallel features. With 0.3 !Send and !Sync types can be stored and accessed while still following Rust's rules. These rules limit threading for these types but doesn't always prevent it. +- Unique components When we only need a single instance of a component, keeping an id around to access it can be annoying. A Unique component won't be attached to any entity but will have the storage all for itself. +- Components sorting +- no_std support + +[Shipyard]: https://crates.io/crates/shipyard +[User guide]: https://leudz.github.io/shipyard/book + +### [crow] v0.3 + +[crow] is a 2D rendering engine based on OpenGL. It is designed to be easy to use while still allowing for nearly everything one might want while using pixel art. + +[crow]: https://crates.io/crates/crow + +A showcase game is [being developed](https://github.com/lcnr/akari) with crow. + +### Patchwork + +### Kas + +### [Oxygengine][oxygengine] + +![Oxygengine logo](oxygengine-dark-logo.svg) + +This month [Oxygengine][oxygengine] got +[JavaScript scripting interface][oxygengine-js-ann] +to allow faster prototyping of games. + +> This prebuilt WASM version would let game devs with JS background +> to quickly prototype game ideas and then slowly move their logic +> into Rust implementation, while learning Rust meantime. + +Example source code: [oxygengine-js/js/index.js]. + +Also, you can now [instantiate entities from prefab assets][oxygengine-inst]. + +[oxygengine]: https://github.com/PsichiX/Oxygengine +[oxygengine-js-ann]: https://reddit.com/r/rust_gamedev/comments/epupkb/oxygengine_pure_js_scripting_backend_for_quick +[oxygengine-js/js/index.js]: https://github.com/PsichiX/Oxygengine/blob/master/oxygengine-js/js/index.js +[oxygengine-inst]: https://reddit.com/r/rust/comments/eunppk/oxygengine_instantiate_entities_from_prefab_assets + +### image + ## Popular Workgroup Issues in Github From d39aad1e3d8f8a5d7dd2ab26d8e3d29179de6557 Mon Sep 17 00:00:00 2001 From: Forest Date: Wed, 4 Mar 2020 15:50:46 -0500 Subject: [PATCH 2/2] Added patchwork, kas, and image --- content/posts/newsletter-007/index.md | 31 +++++++++++---------------- 1 file changed, 13 insertions(+), 18 deletions(-) diff --git a/content/posts/newsletter-007/index.md b/content/posts/newsletter-007/index.md index 5c9852204..da132be3a 100644 --- a/content/posts/newsletter-007/index.md +++ b/content/posts/newsletter-007/index.md @@ -454,36 +454,31 @@ Storages are now automatically created when they are first accessed. [crow] is a 2D rendering engine based on OpenGL. It is designed to be easy to use while still allowing for nearly everything one might want while using pixel art. +A showcase game is [being developed](https://github.com/lcnr/akari) with crow. + [crow]: https://crates.io/crates/crow -A showcase game is [being developed](https://github.com/lcnr/akari) with crow. +### [Patchwork] -### Patchwork +[Patchwork] is a convenient crate for drawing tiles from a tilesheet using a 'SpriteBatch' with `ggez`. It is an update to the `Mosaic` crate by [Repnop](https://github.com/repnop/mosaic), which is no longer maintained. -### Kas +[patchwork]: https://github.com/RedSquirrelsNut/patchwork -### [Oxygengine][oxygengine] +### [KAS] GUI v0.3 -![Oxygengine logo](oxygengine-dark-logo.svg) +[KAS], the tool**K**it **A**bstraction **S**ystem, is a general-purpose GUI toolkit. -This month [Oxygengine][oxygengine] got -[JavaScript scripting interface][oxygengine-js-ann] -to allow faster prototyping of games. +0.3 is a decent sized release, focussing primarily on drawing, themes and layouts. Highlights include a new FlatTheme, many small visual improvements, access to medium-level and low-level drawing APIs for custom widgets, window size limits, and switchable themes and colour schemes. -> This prebuilt WASM version would let game devs with JS background -> to quickly prototype game ideas and then slowly move their logic -> into Rust implementation, while learning Rust meantime. +[KAS]: https://github.com/kas-gui/kas -Example source code: [oxygengine-js/js/index.js]. +### [image] v0.23 -Also, you can now [instantiate entities from prefab assets][oxygengine-inst]. +[image] crate provides basic imaging processing functions and methods for converting to and from image formats. -[oxygengine]: https://github.com/PsichiX/Oxygengine -[oxygengine-js-ann]: https://reddit.com/r/rust_gamedev/comments/epupkb/oxygengine_pure_js_scripting_backend_for_quick -[oxygengine-js/js/index.js]: https://github.com/PsichiX/Oxygengine/blob/master/oxygengine-js/js/index.js -[oxygengine-inst]: https://reddit.com/r/rust/comments/eunppk/oxygengine_instantiate_entities_from_prefab_assets +Check out [the release blog](https://blog.image-rs.org/2020/02/07/release-0.23.0.html) for 0.23! It comes with improvements to error handling, and the buffer and loading interfaces. -### image +[image]: https://github.com/image-rs/image ## Popular Workgroup Issues in Github