@cart_cart On the plus side, another developer, HackerFoo has had some fantastic success compiling Rust and porting one of the PS5 sample programs, which I’ve been able to verify using my own DevKit.
@conal @jonmsterling @ProfMaxNew I've created a language called Popr that implements linear logic's multiplicative disjunction, and can be compiled to hardware: https://t.co/TqlKpQImjF https://t.co/v3BK8iIZSp
Today is Bevy's second birthday! As is (now) tradition, I've taken this as a chance to reflect on the past year and outline our plans for the next year of @BevyEngine development.
https://t.co/7yZHsKebFD
It's time to #bevyjam!
Bevy Jam #2 will start on August 19. Jams are a great way to dive in to game development, even if you have never built a game (or used Bevy)! Theme voting is open on the Bevy Discord!
Join Bevy Jam #2 here:
https://t.co/o8ADhF4F1n
Bevy 0.8 is out now!
It features a new material system, camera-driven rendering, spotlights, visibility inheritance, custom PBR shaders, automatic mesh tangents, scene bundles, scripting / modding progress, reflection features, renderer performance, hierarchy commands, and more!
I love graphs! Also, drawing them!
I added a system to Noumenal to render graphs as lines and arrows. This will be used to show how to use the #iOS app.
#3dmodeling#rustlang@BevyEngine@rust_gamedev
@whyevernotso It's useful for more than just recording - I use a list to plan. Basically, whenever I think of something I can't get to right now, but probably needs done, I write it down.
This does two things: it helps me stay focused, and gives me a list I can sort later.
@whyevernotso I’ve found that the Things 3 iOS app works well for me, because it’s much easier to add an item there than e.g. a GitHub issue, and then add issues later if needed. I was surprised how much I got done when looking at the log.
Bevy 0.7 is out now!
It features skeletal animation, gltf animation import, unlimited* point lights, compressed textures, bevy-native compute shaders, render to texture, flexible mesh vertex layouts in shaders, ECS ergonomics, audio control, and more!
https://t.co/1ErzFnLLKj
Noumenal is a fun iPad and iPhone app to create 3D shapes. I'm looking for people to try it out - let me know if you'd like to try the beta. https://t.co/EI1rea1Qvl https://t.co/Q8ffdiZi0M
@slava_pestov @munificentbob My compiler enjoys retaliating with strange results that are technically correct, but it takes half a day to figure out why.
@BevyEngine 0.6 is out now!
It features a brand new faster / prettier / simpler renderer, shadows, clustered forward rendering, frustum culling, batched sprite rendering, native WebGL2 support, Materials, shader imports, ECS ergonomics, and much more!
https://t.co/mbocLxWvQ9
Welcome warmly our next speaker, @sigkill_dk, a professor at the @uni_copenhagen who teaches students about things that are beautiful - #FunctionalProgramming, and tries to make those things go fast by writing compilers for functional programming languages.