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# 🦴bones
  • p

    Pit

    05/25/2023, 2:47 PM
    The thorough explanation is definitely appreciated
  • z

    Zicklag

    05/25/2023, 2:47 PM
    OK, cool. :)
  • z

    Zicklag

    05/25/2023, 2:48 PM
    Here's the map metadata struct, which contains the Rust struct associated to the YAML map storage format: https://github.com/fishfolk/jumpy/blob/main/core/src/metadata/map.rs#L7
  • z

    Zicklag

    05/25/2023, 2:48 PM
    Notice that it derives
    BonesBevyAsset
    with an
    asset_id = "map"
    . That means that the maps can be loaded from
    my_map.map.yaml
    or
    my_map.map.json
    files.
  • p

    Pit

    05/25/2023, 2:49 PM
    This is all extremely helpful - will bookmark to refer to this later
  • z

    Zicklag

    05/25/2023, 2:50 PM
    Eventually, especially that bones is probably going to be getting more eyes on it now, we'll want to make some solid examples of minimal usage of Bones.
  • z

    Zicklag

    05/25/2023, 2:50 PM
    @TeaSkittles is actually working on the first other game I know of that will use bones, so that will probably help, too.
  • e

    erlend

    05/25/2023, 2:50 PM
    The major upside of all this is that our level editor has native support for all our interactive game objects, or what Unity would call prefabs (dunno about Godot). This requires a lot more work to support in an external level editor, and also means modding cannot happen entirely within the game itself, thus excluding console users.
  • e

    erlend

    05/25/2023, 2:52 PM
    Yeh, this’ll be a period of many doc pages and blog posts! All make for great Kickstarter updates for backers.
  • z

    Zicklag

    05/25/2023, 2:53 PM
    Yeah, I used to lean towards an external map editor like LDtk thinking, "They get to spend all their time on the editor to make it nice, so that ought to be nicer than what I'd make while having to work on the game, too.", but after using an integrated editor that can show me the schools of fish that i just added to the game, in all their glory with the animated movement logic, while playing the game! I changed my mind and decided that in-game editing was one of the most useful and nice features, that an external editor could never provide.
  • z

    Zicklag

    05/25/2023, 2:54 PM
    Yeah, I've needed to get the docs going, so it seems like nows the time to start focusing on that!
  • e

    erlend

    05/25/2023, 2:54 PM
    yeah, and the comparison looks very different when you consider we only need 5% of the features of any advanced level editor. Our narrow requirements aren't that incredibly hard to recreate.
  • z

    Zicklag

    05/25/2023, 2:55 PM
    Yeah, it turns out without a monumental investment, the editor turned out really nice already, with some low-ish hanging fruit for improvement.
  • g

    gawlk

    05/25/2023, 2:55 PM
    Thanks a lot for all that info, very helpful and informative
  • z

    Zicklag

    05/25/2023, 2:55 PM
    I think after I get the GitHub integration with the Weird app ( which is the primary other thing I'm working on right now ), then I can start working on getting our docs filled out more.
  • e

    erlend

    05/25/2023, 2:56 PM
    👍
  • z

    Zicklag

    05/25/2023, 2:57 PM
    Glad we could help! I like helping make things understandable. :D
  • g

    gawlk

    05/25/2023, 2:59 PM
    I’m still quite new so I might be totally wrong but I think so ? The idea was a towerfall like on a huge looped map with a ton of players but I want it to feel as fair and fast as possible and after watching several solutions determinism+rollback seemed like the best solution ?
  • e

    erlend

    05/25/2023, 3:00 PM
    aha. you might have some conflicting constraints there. Number of players greatly impacts which tricks you can employ in your netcode implementation
  • e

    erlend

    05/25/2023, 3:03 PM
    here's a great breakdown of netcode considerations: https://discord.com/channels/691052431525675048/991381218253877248/993215018881523722
  • g

    gawlk

    05/25/2023, 3:03 PM
    I thought about this and the idea was to only send the data of the other players close to the player to limit the amount of rollbacks (and the overall data received by the server) and with only one life there wouldn’t be a lot of players in a close space for long But I hear you
  • g

    gawlk

    05/25/2023, 3:03 PM
    Thanks a lot I’ll check it out
  • e

    erlend

    05/25/2023, 3:05 PM
    kind of anything is doable. It tends to come down to having to play a trick on the players' minds, hehe. And the smaller the scope, the fewer tricks are necessary and you can actually just run the same simulation for everyone.
  • g

    gawlk

    05/25/2023, 3:06 PM
    The same simulation on the server you mean ?
  • e

    erlend

    05/25/2023, 3:07 PM
    yeah, pretty much. but what we're talking about there also comes down to p2p vs client-server implementation 😄
  • g

    gawlk

    05/25/2023, 3:10 PM
    Definitely and from what I read more than 6 players isn’t doable in p2p
  • g

    gawlk

    05/25/2023, 3:10 PM
    At least not for a real time game
  • g

    gawlk

    05/25/2023, 3:13 PM
    Anyway thanks again, I’m still wrapping my head around the whole game dev world, I’ll probably pop back sometime Best of luck with the kickstarter though 🍀
  • e

    erlend

    05/25/2023, 3:15 PM
    I've reposted this info as a GitHub discussion now so the information can break out of its Discord silo: https://github.com/bevyengine/bevy/discussions/8675
  • y

    Yendor

    05/25/2023, 3:16 PM
    What are you using weird for
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