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# 🦴bones
  • a

    abraxas

    02/08/2022, 11:52 AM
    or something similar
  • u

    user

    02/08/2022, 11:52 AM
    You could do what bevy is doing and make your own UI that you dogfeed
  • e

    erlend

    02/08/2022, 11:52 AM
    Yeh. Our UI strategy is game-centric anyhow, as opposed to engine-centric and general-purpose.
  • e

    erlend

    02/08/2022, 11:53 AM
    We will build game-specific editors. Whatever general editor experience those editors have in common will reveal itself organically.
  • a

    abraxas

    02/08/2022, 11:54 AM
    that is an option. I am not that familiar with Miniquad but it would have to be using this, if so, as macroquad doesn't really give enough low level access, as far as I know
  • a

    abraxas

    02/08/2022, 11:54 AM
    would have to work directly with opengl, if so, I believe
  • u

    user

    02/08/2022, 11:54 AM
    I c
  • e

    erlend

    02/08/2022, 11:56 AM
    This is the UI lib that is most likely gonna be the new default for Bevy:
  • a

    abraxas

    02/08/2022, 11:56 AM
    In the far future we might look into making rendering backends pluggable, though, to allow more freedom with UI, as well as support for vulkan etc
  • e

    erlend

    02/08/2022, 11:57 AM
    Mhm. All post v1.0 stuff for sure. What we’ve got right now will remain Good Enough for a good while longer.
  • a

    abraxas

    02/08/2022, 11:58 AM
    yeah, for sure. Depending on what happens in the future, project-wise, I can look into this. I have experience with both opengl (lots) and vulkan (some/rudimentary)
  • a

    abraxas

    02/08/2022, 11:58 AM
    would love to do a renderer at some point
  • a

    abraxas

    02/08/2022, 11:59 AM
    making a batched 2d renderer, like the one MQ uses, in opengl, is relatively easy, though
  • a

    abraxas

    02/08/2022, 12:00 PM
    already made that, many times, in C++
  • k

    Kezeal

    02/08/2022, 4:52 PM
    Don't all 3 of those perspectives function the exact same way anyway? :p
  • k

    Kezeal

    02/08/2022, 4:52 PM
    Just an artistic choice rather than gameplay difference.
  • k

    Kezeal

    02/08/2022, 4:53 PM
    Mostly just tile based overhead maps.
  • k

    Kezeal

    02/08/2022, 4:53 PM
    Some with the first style put the sprite to the top part of the tile to give it more depth when at a wall, so the wall is actually behind you.
  • a

    abraxas

    02/08/2022, 4:56 PM
    yeah, they do. Same with overhead vs platformer; just a matter of toggling y-axis movement and gravity
  • b

    Bombfuse

    02/08/2022, 6:49 PM
    if y'all ever switch to Emerald let me know, would love to be able to support you guys on the engine level!
  • a

    abraxas

    02/08/2022, 7:04 PM
    will do!
  • t

    ttdonovan

    02/09/2022, 6:41 PM
    is changing from macroquad to emerald something someone is working on?
  • t

    ttdonovan

    02/09/2022, 6:42 PM
    would be curious to follow the progress if it is
  • e

    erlend

    02/09/2022, 6:42 PM
    No, we aren’t gonna do that as we’ve got an equally mature engine of our own. But maybe we’ll collaborate on some shared libraries together.
  • a

    abraxas

    02/09/2022, 7:54 PM
    yeah, though it seems more ergonomic than plain macroquad in some areas, I think it is better for us to focus on making a pluggable rendering backend, if we are to make such a massive change at some point. We really just use file loading, keyboard input and render calls in macroquad, as well as ui, for the time being and have made our own API for most other things
  • d

    DecibelOverkill

    03/07/2022, 6:08 PM
    after seeing what it’s capable of w/ docs… that would be A++ absolutely to have w/ the fairly large Lua API surface heavy has/will have
  • e

    erlend

    03/23/2022, 10:46 AM
    The fishbones toolkit?
  • e

    erlend

    10/09/2022, 2:39 PM
    Since our custom engine is no longer happening, what we’re actually building towards with Fishbones nowadays is some sort of Bevy meta-engine.
  • e

    erlend

    10/09/2022, 2:40 PM
    Basically what Corgi is to Unity: https://corgi-engine.moremountains.com
  • e

    erlend

    10/09/2022, 2:41 PM
    @odecay can you give zicklag access to this one as well?
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