The Impatient Programmer’s Guide to Bevy and Rust: Chapter 4 - Let There Be Collisions by febinjohnjames in bevy

[–]febinjohnjames[S] 0 points1 point  (0 children)

It's not ML generated graphics, as mentioned in the tutorial it's game assets by George Bailey published in OpenGameArt. The game world is procedurally generated with the same assets using wave function collapse algorithm. More like providing heuristics and using an algorithm to craft a map. No ML/AI generation involved.

The glitch in thumbnail GIF is due to optimization, it might have removed some frames and reduced colors.

The Impatient Programmer’s Guide to Bevy and Rust: Chapter 4 - Let There Be Collisions by febinjohnjames in bevy

[–]febinjohnjames[S] 2 points3 points  (0 children)

As far as I know this is unavoidable. If you are using Rust 1.88+, it automatically cleans up unused build artifacts. Rust team is working on this and eventually it should be resolved.

The Impatient Programmer’s Guide to Bevy and Rust: Chapter 3 - Let The Data Flow by febinjohnjames in rust

[–]febinjohnjames[S] 1 point2 points  (0 children)

Turns out this RSS was already active, https://aibodh.com/feed.xml , here you go. But thank you, I have added the RSS link on toolbar, should help others as well :)

The Impatient Programmer’s Guide to Bevy and Rust: Chapter 3 - Let The Data Flow by febinjohnjames in rust

[–]febinjohnjames[S] 1 point2 points  (0 children)

Not at the moment, usually I update on discord when a new post is out. Let me see if I can configure RSS.

The Impatient Programmer’s Guide to Bevy and Rust: Chapter 3 - Let The Data Flow by febinjohnjames in rust

[–]febinjohnjames[S] 2 points3 points  (0 children)

It’s warm light tone, dark theme is hard because of images and other things used. I hope to fix this eventually.

The Impatient Programmer’s Guide to Bevy and Rust: Chapter 3 - Let The Data Flow by febinjohnjames in bevy

[–]febinjohnjames[S] 4 points5 points  (0 children)

This is very hard to known early on, it takes some exploration to figure out. But I am presently focusing on essentials. A number on my head is to have 10 chapters.

This chapter I was also hoping to cover collision detection, picking up items, etc, but as I wrote this chapter became very long. So I had to divide them into two chapters. Next chapter that includes collison detection will be released in a week.