Project Harmonia

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A work-in-progress life simulation game.

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founded 1 year ago
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Initial roads support (files.mastodon.social)
submitted 11 months ago* (last edited 11 months ago) by [email protected] to c/[email protected]
 
 

Added initial support for roads, reusing some logic from the walls implementation.

Currently, I'm using segments for road creation, but I plan to add Bezier curves to allow for curved walls and roads. Maybe I should use Bezier curves even for straight lines πŸ€”

I also need to use a texture without road markings for connection islands and implement rounding for turns.

But wanted to share the current progress :)

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Reworking old models (files.mastodon.social)
submitted 11 months ago by [email protected] to c/[email protected]
 
 

Our game stylistic changed during the development and @[email protected] has decided to redo some old models :)

Old is on the left, new is on the right.

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My wife just finished playground asset pack for the game :)

Here are the renders in Blender:

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I found that Tonemapping::AcesFitted better fits the game aesthetic. With a little bit of bloom and an environment map, it looks much nicer.

My wife also made more placeable objects, and I finished refactoring into new features from Bevy 0.14. Substates are so convenient!

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Carousel (lemmy.ml)
submitted 11 months ago* (last edited 11 months ago) by [email protected] to c/[email protected]
 
 

Added placeable carousel made by my wife.

I like how easy it is to integrate new objects when the logic for them is already written. All I need to do is add a metadata file in RON format and the object will be available in the game.

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While I am refactoring the code to new features from Bevy 0.14, my wife continues making models.

I think Bevy can look attractive. However, I am still not fully satisfied with my lighting configuration and will come back to it later.

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I took a small break to relax and publish my translation application under the KDE umbrella. I am waiting for the review process to finish, but the webpage is already available at https://apps.kde.org/crowtranslate.

Just added a children's ladder made by my wife and updated the game to Bevy 0.14. But I need some time to utilize the added features. Additionally, I added a lot of logging, it's so convenient in development!

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submitted 1 year ago* (last edited 1 year ago) by [email protected] to c/[email protected]
 
 

It’s a crate for server-authoritative networking. We use it for Project Harmonia, but it's general-purpose.

This release adds support for Bevy 0.14.0 and includes features from the previous RC. I like Bevy's new release candidate process a lot!

But it will take some time for the messaging backends to update. The bevy_replicion_renet that I maintain needs the renet crate to be updated to Bevy 0.14 first.

πŸ“œFull changelog πŸ“¦bevy_replicon

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submitted 1 year ago* (last edited 1 year ago) by [email protected] to c/[email protected]
 
 

I took a small break from developing Project Harmonia. But I planning to get back soon!

I last month I was asked to move my translation app under KDE umbrella. Since I'm a KDE fan, I couldn't refuse πŸ˜…

The migration is almost done, will draft a new release soon.

After that, I plan to return to the game development.

I didn't stop working on bevy_replicon, though :)

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submitted 1 year ago* (last edited 1 year ago) by [email protected] to c/[email protected]
 
 

It’s a crate for server-authoritative networking.

We usually don't make breaking changes when a Bevy release is around the corner, but decided to make a small exception for this one :)

This release adds support for Bevy 0.14.0-rc.4 and splits the crate functionality by features. For example, for headless server you can disable client feature. By default all features, except diagnostics are enabled, so you have the same set of plugins as before. But most plugin authors will need to add default-features = false.

πŸ“œFull changelog πŸ“¦bevy_replicon

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submitted 1 year ago* (last edited 1 year ago) by [email protected] to c/[email protected]
 
 

It’s a crate for server-authoritative networking.

Bevy has started drafting release candidates to let users test them before the actual release. And I think it's awesome!

This release adds support for Bevy 0.14.0-rc.2. There are no functional changes.

We haven't released bevy_replicon_renet because we need to wait for bevy_renet. However, other crates, including other messaging backends, won't be blocked.

πŸ“¦bevy_replicon

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Bought the device a few days ago. And of course I tried to run the game on it. Bevy engine supports it natively since it's just a regular x86 with GNU/Linux.

The game runs great. I get stable 90 FPS (90Hz is the refresh rate of the device) consuming only 13.1 W. The UI is a little big and controls aren't adapted well for gamepads, but I will fix it later.

The console itself is also a nice machine for development. Next I will write about my development setup πŸ˜„

As you may know, it runs SteamOS with KDE and based on ArchLinux.

Packages mostly mirror official ArchLinux repositories, but there are some additions and everything is compiled by Valve. So you can even install SuperTuxKart or GNOME πŸ˜ƒ

Another difference from vanilla ArchLinux is immutable file system. You can make it writable via a single command in terminal, but each update wipes all changes made to the system. Home directory remains untouched.

Because of the immutable filesystem, I decided to try Flatpak. It installs packages into the user's home directory. Therefore, such apps won't be removed after an update.

But I faced some limitations due to containerization. For example, the Firefox extension for KeePassXC does not work because apps can't interact with each other. And it's not suited for installing stuff like compilers or libraries. So I decided to explore other options.

Next, I tried to create a script that I planned to run after each update. It installs all the packages I need through the system package manager.

But packages on SteamOS are older then in Archlinux. For example, Neovim on SteamOS is 0.9, but on ArchLinux it's 0.10, so I had to downgrade my configuration. And it causes incompatibilities with AUR. For example, I couldn't install Crow Translate because of it.

Another problem with such script is that Valve nuked /usr/include directory to free space. All packages are present, but the folder is missing. It makes sense for a gaming device, but I need it to compile packages from AUR.

It can be solved by reinstalling all packages that put files into /usr/include. But it causes another problem πŸ˜ƒ Allocated space for / is limited and you quickly run out of space after restoring headers and installing a couple of packages.

Then I decided to try Distrobox. It creates containers that tightly integrated with the host system. It even comes pre-installed on the Steam Deck.

And I like it a lot! It is very easy to use and combines the advantages of both approaches. All packages will persist across updates and I have access to all packages that I have on my regular PC. Graphical apps look native and can interact with each other.

The game on photos was compiled on the Steam Deck πŸ₯°

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🧬 Bevy Replicon 0.26.0 is out!

It's a networking crate for the Bevy game engine that we use for @projectharmonia.

In this release, we have completely reworked the events.

The public API for events has not changed, except that custom systems have been replaced with serialization and deserialization functions.

In addition, all network event registration functions can be used on regular events, automatically making them network events.

πŸ“œ https://github.com/projectharmonia/bevy_replicon/blob/master/CHANGELOG.md
πŸ“¦https://crates.io/crates/bevy_replicon

#bevy

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Object side snapping (files.mastodon.social)
submitted 1 year ago by [email protected] to c/[email protected]
 
 

Object side snapping

Implemented a special component that allows the sides of objects to snap to others with the same component. Bevy's gizmo was very helpful in visualizing the math.

@projectharmonia

#projectharmonia #bevy #gamedev

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submitted 1 year ago* (last edited 1 year ago) by [email protected] to c/[email protected]
 
 

🧬 Bevy Replicon 0.25.0 is out!

It's a networking crate for the Bevy game engine that we use for @projectharmonia.

Here are some highlights:
- Group-based replication rules, similar to queries.
- Deserialization and writing now defined separately.
- Writing now based on markers for more flexibility.
- Deserialization in-place now can be customized.

πŸ“œ https://github.com/projectharmonia/bevy_replicon/blob/master/CHANGELOG.md
πŸ“¦https://crates.io/crates/bevy_replicon

Also check out πŸ“¦ https://github.com/NiseVoid/bevy_bundlication for a bundle-like API for replication groups.

#bevy

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Vintage counter (files.mastodon.social)
submitted 1 year ago by [email protected] to c/[email protected]
 
 

Vintage counter

Added vintage counter from this post to the game: https://toot.garden/@YaraGardaria/112322312099954470

@projectharmonia

#projectharmonia #bevy #gamedev

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Continue working on kitchen furniture

Just finished another object.

Verts: 710 Tris: 1128

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Networking improvements (mastodon.social)
submitted 1 year ago* (last edited 1 year ago) by [email protected] to c/[email protected]
 
 

Networking improvements

Over the past few weeks, I was mostly focused on networking. Me and the author of bevy_bundlication have decided to collaborate. The plan is to abstract his crate over bevy_replicon and ensure that rollback crates could be used together with it nicely.
After a lot of discussions, we came up with a very elegant API and today I finally finished implementing it! A few follow-ups will be needed, but everything should be ready soon :)

@projectharmonia

#bevy #projectharmonia

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Created a first furniture model for the game.

Verts: 320 Tris: 542

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First game furniture (files.mastodon.social)
submitted 1 year ago* (last edited 1 year ago) by [email protected] to c/[email protected]
 
 

First game furniture

Added vintage table model from this post to the game: https://toot.garden/@YaraGardaria/112231421650294108

@projectharmonia

#projectharmonia #bevy #gamedev

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Switched from earcutr to earcut-rs (files.mastodon.social)
submitted 1 year ago* (last edited 1 year ago) by [email protected] to c/[email protected]
 
 

Switched from earcutr to earcut-rs

earcutr is an excellent crate for polygon triangulation. But it's API isn't convenient to use with Bevy.
Recently discovered this crate that I wanted to share with others: https://github.com/MIERUNE/earcut-rs
It's generic over indices and provides a way to reuse allocations.

I found it quite convenient to use for cutting holes in walls. My walls are 3D, but I cut wall planes in 2D and generate the rest of the mesh.

@projectharmonia

#bevyengine #projectharmonia #rustlang

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Bevy on PinePhone Pro (files.mastodon.social)
submitted 1 year ago* (last edited 1 year ago) by [email protected] to c/[email protected]
 
 

Bevy on PinePhone Pro

Bevy can run on Android phones. But what about GNU/Linux phones?
I decided to find out using my PinePhone Pro with RK3399.

Managed to run my game using WGPU_SETTINGS_PRIO=webgl2.
But couldn't get past the main menu due to limited features of the GPU. 😒

But simple 2D games like breakout example runs!

Right now I working on networking for the game, but this evening I decided to tinker with my device a little.

@projectharmonia

#bevy #projectharmonia #pinephone

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Added ground texture (files.mastodon.social)
submitted 1 year ago* (last edited 1 year ago) by [email protected] to c/[email protected]
 
 

Added ground texture

Made by @YaraGardaria. We just tired of boring gray ground πŸ˜…

@projectharmonia

#projectharmonia #bevy

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Implemented automatic door opening

In my initial implementation, doors opened when a character approached them. But imagine simply walking past the doors and having them open unexpectedly πŸ˜…

In the current implementation, I analyze navigation paths to determine if characters pass through a door.

Additionally, I added small visual feedback for wall placement, fine-tuned navigation, made a few QoL improvements, and fixed a bunch of bugs.

@projectharmonia

#projectharmonia #bevy #gamedev

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submitted 1 year ago* (last edited 1 year ago) by [email protected] to c/[email protected]
 
 

When you screw up a little with math

Tried to adjust my mesh generation logic :)

@projectharmonia

#projectharmonia #gamedev #bevy

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