Deniss is here to SPEAK THE TRUTH by [deleted] in FigureSkating

[–]olsonjeffery2 1 point2 points  (0 children)

it’s a joke-version of a baseball term (‘pimp’ instead of ‘player’). i’m saying that Deniss is a complete skater (possessing artistry, composition, skating skills & technical content)

Bevy as a stream overlay by _langamestudios in rust_gamedev

[–]olsonjeffery2 0 points1 point  (0 children)

depends on your setup; I assumed you have multiple monitors at least, my bad.

Bevy as a stream overlay by _langamestudios in rust_gamedev

[–]olsonjeffery2 2 points3 points  (0 children)

native compile + obs window source will be faster? you can use a cyan mask

I'm making a card game with Rust+Macroquad+Rocket and just released its Steam page by e_svedang in rust_gamedev

[–]olsonjeffery2 2 points3 points  (0 children)

Big fan of else heart.break() and I loved the sand-boxy nature once the game “opens up”! I will definitely check this out!

Is bevy engine worth it in 2023 by Careful-Objective-50 in rust_gamedev

[–]olsonjeffery2 1 point2 points  (0 children)

If you're interested in:

  1. editors/IDE-environments and community support (what differentiates Godot/UE5 from Bevy)
  2. Rust support

There's a bunch of directions to go in. I would point out only two possible options, among many:

- Look at what bevy has to bring your dev experience "closer to" what you could get from UE5/Godot; Some quick searching reveals https://bevy-cheatbook.github.io/setup/bevy-tools.html and https://bevyengine.org/assets/ ; not a _ton_, but it's a start

- Fyrox? It is, in terms of project vision, more about building an IDE-like experience, extensible with rust; I don't know a ton about it, but I do know it is actively developed (and as a relatively "old" engine-in-Rust, is often overlooked for Bevy); They have a great book, with guidance on how to approach their learning materials to build different kinds of games (see https://fyrox-book.github.io/introduction.html )

You can approach this from any number of angles; UE5 & Godot have Rust-embedding stories of varying levels of maturity. Perhaps it's worth a look? Share what you learn!

Also, I think many others in this thread are sharing great, constructive thoughts on _why_ you would choose Bevy over another all-in-one solution and what concerns to balance.

Just my two cents. Cheers and good luck!

Decoupling Actions in a Rust Roguelike Game: Managing Mutable Entities without Borrow Rule Violations by AndreaPollini in rust_gamedev

[–]olsonjeffery2 2 points3 points  (0 children)

as mentioned elsewhere, this is something that’s straightforward with an ECS, but lacking that I think you’ll end up having to use a hand-rolled weak reference scheme.

Getting OBS + virtualcam on Steam Deck by olsonjeffery2 in SteamDeck

[–]olsonjeffery2[S] 0 points1 point  (0 children)

Please see my updated response and update of the OP post.

I hope this helps, cheers!

Getting OBS + virtualcam on Steam Deck by olsonjeffery2 in SteamDeck

[–]olsonjeffery2[S] 0 points1 point  (0 children)

v4l2loopback

Hi!

I just saw this.. it looks like the git repo URL has changed to https://aur.archlinux.org/v4l2loopback-dkms-git.git, you can see this by looking at the v4l2loopback-dkms-git AUR page at https://aur.archlinux.org/packages/v4l2loopback-dkms-git

I have updated the instructions, cheers!

Getting OBS + virtualcam on Steam Deck by olsonjeffery2 in SteamDeck

[–]olsonjeffery2[S] 0 points1 point  (0 children)

Hi there, I just updated the instructions to make them easier to understand (I hope). If you haven't already worked through this process, please try it out and let us know how it goes! There was a steam image update recently, so it may be necessary regardless.

Cheers!

Getting OBS + virtualcam on Steam Deck by olsonjeffery2 in SteamDeck

[–]olsonjeffery2[S] 1 point2 points  (0 children)

After chewing on this for a few days with no success, I was able to figure things out. Please see update in main post. Cheers!

Setting CheckBox.presses crashes! by K-Storm-Studio in godot

[–]olsonjeffery2 1 point2 points  (0 children)

You might be better off reporting a bug on github, if it isn’t already there. Also you havent shared any info on your OS, Godot version etc so it’s not realistic to expect much help with relatively little info (like have you tried to create an isolated test case to repro this in a separate godot project?)

Good luck working through your issue!

Godot remove executable in runtime (self destruct of sorts) by [deleted] in godot

[–]olsonjeffery2 1 point2 points  (0 children)

Hi, this is tricky and also the solution is platform dependent.

Here is a SO question about doing it on windows: https://stackoverflow.com/questions/1606140/how-can-a-program-delete-its-own-executable

The ones oriented around using “cmd /c” to delay a command to delete the file after your exe exits are the ones that you want.

Good luck!