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ci.yml: Add markdown-lint (rust-gamedev#190)
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‎.github/workflows/ci.yml

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GITHUB_PAT: ${{ secrets.GITHUB_PAT }}
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steps:
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- uses: actions/checkout@v1
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- name: Lint
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uses: avto-dev/markdown-lint@v1
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with:
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args: '.'
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config: '.markdownlint.json'
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- name: Install Zola
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run: curl -L ${BASE_URL}/${VERS}/zola-${VERS}-${ARCH}.tar.gz | tar -xz
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- run: ./zola --version

‎.markdownlint.json

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{
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"line-length": {
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"line_length": 80,
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"code_blocks": false
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},
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"ul-style": {
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"style": "dash"
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},
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"no-trailing-punctuation": {
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"punctuation": ".,;:。,;:"
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}
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}

‎README.md

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## Newsletter Creation Workflow
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* At the beginning of the month, a draft of the newsletter is created
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- At the beginning of the month, a draft of the newsletter is created
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from a [template](./newsletter-template.md).
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* This should be called `index.md`, and placed in a folder named
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- This should be called `index.md`, and placed in a folder named
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`/posts/newsletter-xxx` (where `xxx` is the issue number).
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* During the month PRs with the month's news, meeting notes, etc
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- During the month PRs with the month's news, meeting notes, etc
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are reviewed and merged into the draft.
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* All images should be placed in the same folder as the post.
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* Check the comments in the draft file.
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* At the end of the month, the draft is reviewed as a whole
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- All images should be placed in the same folder as the post.
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- Check the comments in the draft file.
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- At the end of the month, the draft is reviewed as a whole
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and polished if needed.
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* On the first working day of the next month, the final PR
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(that removes `draft = true` from the post's front matter and adds the date) is sent.
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* The link to the newsletter is shared on social networks, etc.
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* A small PR that adds links to Reddit, Twitter, etc discussions
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- On the first working day of the next month, the final PR
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(that removes `draft = true` from the post's front matter and adds the date)
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is sent.
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- The link to the newsletter is shared on social networks, etc.
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- A small PR that adds links to Reddit, Twitter, etc discussions
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(see the comment at the bottom of the draft) is made.
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* A new draft for the next month is created from the template, goto 1.
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- A new draft for the next month is created from the template, goto 1.
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## License
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This project is licensed under either of:
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* Apache License, Version 2.0, ([LICENSE-APACHE](LICENSE-APACHE) or
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http://www.apache.org/licenses/LICENSE-2.0)
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* MIT license ([LICENSE-MIT](LICENSE-MIT) or
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http://opensource.org/licenses/MIT)
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- Apache License, Version 2.0, ([LICENSE-APACHE](LICENSE-APACHE) or
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<http://www.apache.org/licenses/LICENSE-2.0>)
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- MIT license ([LICENSE-MIT](LICENSE-MIT) or
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<http://opensource.org/licenses/MIT>)
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With the exception of:
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* The [Font Awesome](https://fontawesome.com) social icons, which are used under a [Creative Commons Attribution 4.0 International](https://creativecommons.org/licenses/by/4.0/) license
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* The [OpenMoji](https://openmoji.org) icons used on the homepage, which are used under a [Creative Commons Attribution-ShareAlike 4.0 International](https://creativecommons.org/licenses/by-sa/4.0/) license
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- The [Font Awesome](https://fontawesome.com) social icons, which are used
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under a [Creative Commons Attribution 4.0 International][cc-by-4-0] license
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- The [OpenMoji](https://openmoji.org) icons used on the homepage,
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which are used under
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a [Creative Commons Attribution-ShareAlike 4.0 International][cc-by-sa-4-0] license
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[cc-by-4-0]: https://creativecommons.org/licenses/by/4.0
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[cc-by-sa-4-0]: https://creativecommons.org/licenses/by-sa/4.0

‎content/posts/2019-08-18-introducing-the-rust-game-development-working-group.md

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aliases = ["/2019/08/18/introducing-the-rust-game-development-working-group", "/2019/08/18/introducing-the-rust-game-development-working-group.html"]
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+++
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Rust's combination of low-level control, excellent performance and modern build tools makes it an exciting choice for game developers. The idea of a working group to support this burgeoning community has been proposed [many](https://internals.rust-lang.org/t/a-working-group-for-rust-game-development/8240/4) [times](https://alexene.dev/2018/11/15/Rust-and-game-development.html) over the years, and we're excited to announce that a group has finally been formed!
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[Our charter](https://github.com/rust-gamedev/wg/blob/master/charter.md) sets out two primary goals:
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10-
* To improve the experience of people using Rust for game development. We want game developers to have a representation in the Rust project. We are a bridge between them and the Rust dev team.
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* To share knowledge and make game engine development more accessible for people that are not engine developers. We know it can be a large and intimidating field when you're just starting out.
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Rust's combination of low-level control, excellent performance
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and modern build tools makes it an exciting choice for game developers.
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The idea of a working group to support this burgeoning community has been proposed
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[many](https://internals.rust-lang.org/t/a-working-group-for-rust-game-development/8240/4)
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[times](https://alexene.dev/2018/11/15/Rust-and-game-development.html)
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over the years, and we're excited to announce that a group has finally been formed!
12+
13+
[Our charter](https://github.com/rust-gamedev/wg/blob/master/charter.md)
14+
sets out two primary goals:
15+
16+
- To improve the experience of people using Rust for game development.
17+
We want game developers to have a representation in the Rust project.
18+
We are a bridge between them and the Rust dev team.
19+
- To share knowledge and make game engine development more accessible
20+
for people that are not engine developers.
21+
We know it can be a large and intimidating field when you're just starting out.
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## What have we been up to?
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While the working group is still in its infancy, we've already got several projects underway:
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* The biggest success so far has been the creation of [`raw-window-handle`](https://github.com/rust-windowing/raw-window-handle), a library that provides a common interface that windowing libraries (such as `winit`) can use to talk to graphics libraries (such as `gfx-hal`). [Work is currently ongoing](https://github.com/rust-gamedev/wg/issues/26) to integrate this into various libraries, and once this is complete, it should be a big step towards making the ecosystem more decoupled.
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* [Discussions on how a pure Rust SPIR-V generator could be implemented](https://github.com/rust-gamedev/wg/issues/23) are currently ongoing, with the aim of reducing our reliance on `shaderc`.
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* We're running a [survey](https://users.rust-lang.org/t/survey-from-the-rust-game-development-working-group/31270), to help us understand the ecosystem better and to figure out how we can best serve its needs. If you're currently using Rust for game development, or even if you just have an interest in the idea of it, please give us your thoughts!
25+
While the working group is still in its infancy,
26+
we've already got several projects underway:
27+
28+
- The biggest success so far has been the creation of
29+
[`raw-window-handle`](https://github.com/rust-windowing/raw-window-handle),
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a library that provides a common interface that windowing libraries (such as `winit`)
31+
can use to talk to graphics libraries (such as `gfx-hal`).
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[Work is currently ongoing](https://github.com/rust-gamedev/wg/issues/26)
33+
to integrate this into various libraries, and once this is complete,
34+
it should be a big step towards making the ecosystem more decoupled.
35+
- [Discussions on how a pure Rust SPIR-V generator could be implemented](https://github.com/rust-gamedev/wg/issues/23)
36+
are currently ongoing, with the aim of reducing our reliance on `shaderc`.
37+
- We're running a [survey](https://users.rust-lang.org/t/survey-from-the-rust-game-development-working-group/31270),
38+
to help us understand the ecosystem better and to figure out
39+
how we can best serve its needs.
40+
If you're currently using Rust for game development,
41+
or even if you just have an interest in the idea of it,
42+
please give us your thoughts!
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## How can I get involved?
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23-
Our main hub for co-ordination is our [Github repository](https://github.com/rust-gamedev/wg), where you can (and should!) raise issues calling out your ideas, proposals or problems with the Rust gamedev ecosystem. We also have a `#wg-gamedev` channel on the [official Rust Discord server](https://discord.gg/j6QJsMd), and get together for [meetings on Google Hangouts every other Wednesday](https://github.com/rust-gamedev/wg#join-the-fun). Come and join us!
46+
Our main hub for co-ordination is our [Github repository](https://github.com/rust-gamedev/wg),
47+
where you can (and should!) raise issues calling out your ideas, proposals
48+
or problems with the Rust gamedev ecosystem.
49+
We also have a `#wg-gamedev` channel on the [official Rust Discord server](https://discord.gg/j6QJsMd),
50+
and get together for [meetings on Google Hangouts every other Wednesday](https://github.com/rust-gamedev/wg#join-the-fun).
51+
Come and join us!
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2553
## What's next?
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We're currently [putting together](https://github.com/rust-gamedev/rust-gamedev.github.io/issues/2) the first installment of a Rust game development newsletter - if you'd like to be notified when this goes live, please subscribe to our [RSS feed](https://rust-gamedev.github.io/feed.xml), or join us on [Discord](https://discord.gg/j6QJsMd)!
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We're currently [putting together](https://github.com/rust-gamedev/rust-gamedev.github.io/issues/2)
56+
the first installment of a Rust game development newsletter \-
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if you'd like to be notified when this goes live,
58+
please subscribe to our [RSS feed](https://rust-gamedev.github.io/feed.xml),
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or join us on [Discord](https://discord.gg/j6QJsMd)!

‎content/posts/newsletter-001/index.md

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------
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Also, check out ["About the future of nphysics: a pure rust 2D and 3D real-time physics engine"][future]
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Also, check out
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["About the future of nphysics: a pure rust 2D and 3D real-time physics engine"][future]
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\[[/r/rust](https://reddit.com/r/rust/comments/cm2858/about_the_future_of_nphysics_a_pure_rust_2d_and)].
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[future]: https://www.patreon.com/posts/about-future-of-28917514
@@ -435,8 +436,8 @@ Special section for other news (up to 15) in a one-liner format:
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[with Voronoi diagrams for procedural destructions](https://twitter.com/VladZhukov0/status/1162462543530643457).
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437438
![Gameplay of Vlad's prototype](vlad-asteroinds-gameplay.gif)
438-
- [Azriel] published a devlog ["Charging Up"] - characters in [Will] can now charge up
439-
by holding the Attack button.
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- [Azriel] published a devlog ["Charging Up"] - characters in [Will]
440+
can now charge up by holding the Attack button.
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![charging sprites from Will](will-charging.png)
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- [droprate](https://crates.io/crates/droprate) - a crate for choosing
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- [\#26 "[Tracker] Better windowing/graphics inter-operation"](https://github.com/rust-gamedev/wg/issues/26)
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- [\#42 "[Discussion] A plan for crate stewardship"](https://github.com/rust-gamedev/wg/issues/42)
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- [rust-gamedev.github.io](https://github.com/rust-gamedev/rust-gamedev.github.io):
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- [\#2 "Newsletter"](https://github.com/rust-gamedev/rust-gamedev.github.io/issues/2) (so meta!)
477+
- [\#2 "Newsletter"](https://github.com/rust-gamedev/rust-gamedev.github.io/issues/2)
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(so meta!)
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- [\#4 "Create a rust-gamedev.github.io site"](https://github.com/rust-gamedev/rust-gamedev.github.io/issues/4)
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## Meeting Minutes

‎content/posts/newsletter-002/index.md

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![bots attack](rox_clone_attack.png)
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- [@webshinra](https://twitter.com/Webshinra) made progress with raycasted FOV in their hexagonal game.
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- [@webshinra](https://twitter.com/Webshinra) made progress with raycasted FOV
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in their hexagonal game.
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![hexagonal map with two mechs, paths and visually blocked tiles](hex-fov.jpeg)
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- **[minimum]** by ([@aclysma]) is a game development framework that provides
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basic tooling and a content authoring workflow;
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this month, rendering of draggable shapes in the editor and rotation/scaling were added
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this month, rendering of draggable shapes in the editor
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and rotation/scaling were added
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\[[YouTube demo](https://youtube.com/watch?v=BON_RvVFiWY)].
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![editor with a bunch of shapes](minimum.png)

‎content/posts/newsletter-003/index.md

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aliases = ["/2019/11/027/newsletter-003", "2019/11/07/newsletter-003.html"]
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<!-- markdownlint-disable no-trailing-punctuation -->
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Welcome to the third issue of the Rust GameDev Workgroup’s
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### [Godot][godot] and Rust
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- ["Rendering a 2D game in 3D"](https://medium.com/@recallsingularity/rendering-a-2d-game-in-3d-bd24ddbee6eb) -
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[Tom Leys] is working on a “The Recall Singularity” [Godot][godot]/Rust game
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- ["Rendering a 2D game in 3D"](https://medium.com/@recallsingularity/rendering-a-2d-game-in-3d-bd24ddbee6eb)
325+
\- [Tom Leys] is working on a “The Recall Singularity” [Godot][godot]/Rust game
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about designing autonomous factory ships and stations
329327
and this month they published
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a post about evolution of the game's rendering.
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character physics, weapon system, cameras, animations system,
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dynamic damage system.
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- ["Pong Clone in Godot Using 'gdnative' Rust Bindings"](https://reddit.com/r/godot/comments/dfam0p/i_made_a_pong_clone_in_godot_using_the_gdnative) - [@you-win] couldn't find any full game examples that used [godot-rust] so they made their own \[[source code](https://github.com/you-win/godot-pong-rust)].
339+
- ["Pong Clone in Godot Using 'gdnative' Rust Bindings"](https://reddit.com/r/godot/comments/dfam0p/i_made_a_pong_clone_in_godot_using_the_gdnative)
340+
\- [@you-win] couldn't find any full game examples that used [godot-rust]
341+
so they made their own
342+
\[[source code](https://github.com/you-win/godot-pong-rust)].
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[godot]: https://godotengine.org
344345
[Tom Leys]: https://twitter.com/RecallSingular1
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- [specs] and its related repositories [awesome-specs], [hibitset] and [shred]
777778
were moved to [Amethyst organization] \[[URLO][specs-moved]].
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- [amethyst_physics v0.1.1 was released](https://www.reddit.com/r/rust_gamedev/comments/dm3jsf/amethyst_v011_contacts_events): now it's possible to fetch Rigid body contacts events.
780+
- [amethyst_physics v0.1.1 was released](https://www.reddit.com/r/rust_gamedev/comments/dm3jsf/amethyst_v011_contacts_events):
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now it's possible to fetch Rigid body contacts events.
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- [@_AndreaCatania] published two video tutorials:
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‎content/posts/newsletter-004/index.md

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<!-- markdownlint-disable no-trailing-punctuation -->
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Welcome to the fourth issue of the Rust GameDev Workgroup’s
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- slimmed-down Rendy dependencies (memory and descriptor);
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- new skybox example.
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Lyon has [updated examples](https://github.com/nical/lyon/pull/496) for this version, showing how to draw vector graphics on `wgpu`.
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Lyon has [updated examples](https://github.com/nical/lyon/pull/496)
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for this version, showing how to draw vector graphics on `wgpu`.
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Also, `wgpu` is now a part of Gecko code base for powering the emerging WebGPU implementation.
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^ Click to see [a demo video][skulpin-video].
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[skulpin] by [@aclysma] provides an easy option for drawing hardware-accelerated 2D
503-
by combining Vulkan and [Skia].
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[skulpin] by [@aclysma] provides an easy option for drawing
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hardware-accelerated 2D by combining Vulkan and [Skia].
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[skulpin]: https://github.com/aclysma/skulpin
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[skulpin-video]: https://www.youtube.com/watch?v=El99FgGSzfg
@@ -714,7 +713,8 @@ Check out the [online Demo][rust-nes-demo].
714713
- ["Future of nalgebra and math in Amethyst"](https://community.amethyst.rs/t/future-of-nalgebra-and-math-in-amethyst/1228)
715714
discussion;
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- ["Skepticism about Rendy"](https://community.amethyst.rs/t/skepticism-about-rendy/1221) discussion;
716+
- ["Skepticism about Rendy"](https://community.amethyst.rs/t/skepticism-about-rendy/1221)
717+
discussion;
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719719
- [A thread by @obiwanus about long link time](https://community.amethyst.rs/t/obiwanuss-long-link-time-feedback/1207);
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‎content/posts/newsletter-005/index.md

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This month [ultraviolet v0.4][ultraviolet-v0-4] was released by [@fu5ha].
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It brings
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[transform](https://docs.rs/ultraviolet/0.4.3/ultraviolet/transform/index.html)
356-
& [projection](https://docs.rs/ultraviolet/0.4.3/ultraviolet/projection/index.html) modules
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and many smaller improvements.
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& [projection](https://docs.rs/ultraviolet/0.4.3/ultraviolet/projection/index.html)
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modules and many smaller improvements.
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359359
Check out the [full release announcement post][ultraviolet-v0-4].
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[@17cupsofcoffee] also posted [a little example][tetra-sound-polling-ex]
563563
of how you can implement pooling for sound effects
564564

565-
> This is handy for situations where you don't want more than X instances of the same sound playing at once (e.g. if the player is able to fire a weapon as fast as they can hit a button), etc...
565+
> This is handy for situations where you don't want more than X instances
566+
> of the same sound playing at once
567+
> (e.g. if the player is able to fire a weapon as fast as they can hit a button),
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> etc...
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[tetra-sound-polling-ex]: https://gist.github.com/17cupsofcoffee/f5082a13626ddf0030075d542262c728
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![Rendology demo screenshot](rendology_hdr_0_4.png)
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[Rendology] is a 3D rendering pipeline based on Glium and written in Rust.
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It features basic implementations of shadow mapping, deferred shading, a glow effect, FXAA and instanced rendering.
632+
It features basic implementations of shadow mapping, deferred shading,
633+
a glow effect, FXAA and instanced rendering.
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631635
An ["Introduction to Rendology"][rendology-into] article
632636
outlines some of the concepts of Rendology
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- a generic "effects" system;
694698
- cursed items, scrolls of remove curse, and item identification scrolls;
695699
- items that affect your attributes, generic statuses;
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- spells, spellbooks, weapon proc fx, mob special abilities, DoT, initiative +/- effects;
700+
- spells, spellbooks, weapon proc fx, mob special abilities,
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DoT, initiative +/- effects;
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- a dragon lair in a ruined fort;
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- multi-tile entities including pathfinding;
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- parameterized procgen of magic weaponry/armor;
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857862
In the November of 2018,
858863
[@AndreaPessino] (Founder/CTO of [Ready At Dawn] Studios)
859-
released a [Modulator] crate and
860-
an awesome ["Modulator (Rust conding series)"][modulator-video] tutorial video about it.
864+
released a [Modulator] crate and an awesome
865+
["Modulator (Rust conding series)"][modulator-video] tutorial video about it.
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[Modulator] is a Rust crate for abstracted, decoupled modulation sources.
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‎content/posts/newsletter-006/index.md

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<!-- markdownlint-disable no-trailing-punctuation -->
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Welcome to the sixth issue of the Rust GameDev Workgroup’s
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247245
["Snake Game With Rust, JavaScript, and WebAssembly"][snake-course].
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249247
> We will learn how to export API implemented with Rust to JavaScript app.
250-
> We will get to know canvas rendering, applications of vectors, and basics of game development.
248+
> We will get to know canvas rendering, applications of vectors,
249+
> and basics of game development.
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At the moment, the series consists of six articles (of eight planned):
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@@ -378,7 +377,8 @@ Full January's devlogs:
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379378
[Another entry for the Games Made Quick jam from @Mistodon][split-twitter].
380379

381-
[Split][split-itch] is a game about outrunning a supernova and using time travel to improve your chances.
380+
[Split][split-itch] is a game about outrunning a supernova
381+
and using time travel to improve your chances.
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383383
> In the middle of using time travel to research a dying star,
384384
> you find yourself fleeing from a supernova.
@@ -565,7 +565,8 @@ integrated into Unreal Engine.
565565
>
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> - Compiling a Rust crate as an Unreal Engine Module
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> - C++ Unreal modules linking to our Rust crate
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> - Automatic rebuilding C++ and binaries that depend on Rust code when that Rust code changes
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> - Automatic rebuilding C++ and binaries that depend on Rust code
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> when that Rust code changes
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_Discussions:
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[/r/rust](https://reddit.com/r/rust/comments/emp0su/proof_of_concept_rust_code_in_unreal_engine)_
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[The Roguelike Tutorial][rl-book] continues to grow:
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chapter [#70 "Missiles and Ranged Attacks"][rl-book-70] was added to the book.
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It adds targeting, ranged weaponry, AI that shoots back, and projectile particles to the mix.
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It adds targeting, ranged weaponry, AI that shoots back,
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and projectile particles to the mix.
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[Check out an online demo here.][rl-book-70-demo]
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Welcome to the seventh issue of the Rust GameDev Workgroup’s
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Welcome to the eighth issue of the Rust GameDev Workgroup’s
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monthly newsletter.
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This month v0.1.1 and v0.1.2 versions were released. Some of the updates:
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- Add color palette options to Settings including a modified palette for red-green color blindness
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- Add color palette options to Settings including a modified palette
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for red-green color blindness
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- Add lifecycles to more ant castes
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- Nurse ants give food to larvae
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- Nurse ants on the surface will return to the colony
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![game screenshot](akigi.png)
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> [Akigi][akigi] is a multiplayer online world where most believe that humans are inferior.
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> [Akigi][akigi] is a multiplayer online world
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> where most believe that humans are inferior.
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Some of March's updates:
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features already implemented. Examples for getting started are provided
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on the [crates.io page](netstack).
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Version 0.3.0 adds basic monitoring functionality along with traits `ClientMonitor` and
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`ServerMonitor`. A work-in-progress prometheus exporter has also been added in this version.
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Version 0.3.0 adds basic monitoring functionality
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along with traits `ClientMonitor` and `ServerMonitor`.
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A work-in-progress prometheus exporter has also been added in this version.
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Issues and contributions can be made to [Netstack's github repository](netstack-github).
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Work in progress documentation is available on [Netstack's docs.rs](netstack-docs).

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Welcome to the ninth issue of the Rust GameDev Workgroup’s
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[Rust] is a systems language pursuing the trifecta:

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Welcome to the tenth issue of the Rust GameDev Workgroup’s
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[Rust] is a systems language pursuing the trifecta:

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Welcome to the eleventh issue of the Rust GameDev Workgroup’s
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[Rust] is a systems language pursuing the trifecta:

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