Maciej Główka
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April 2, 2023

Bevy roguelike tutorial / devlog part 4 - NPC units

In the previous part we have left off after developing a functioning action queue - for our turn-based logic. This time we are going to make a use of it and add some moving NPCs to the game.Final code for this one is on the branch here: https://github.com/maciekglowka/hike_deck/tree/part_04NPC SpawningLast time we have already created an Actor component that enables certain entities to perform ac…
April 1, 2023

Bevy roguelike tutorial / devlog part 3 - Action queue

In the previous part of this series we have managed to display, move and do some basic animation of the player character. This time we will start thinking about adding some NPC units. However before we do that we have to figure some turn related mechanics first.Beware though, I believe that's the most tricky aspect of doing turn-based games (at least for me so far). It is much more complex t…
March 30, 2023

Bevy roguelike tutorial / devlog part 2 - The player

In the previous part we ended up with a simple board / map layout displayed. Today I'd like to add a next element to that - spawn the player character.You can see the source code for this part in the repo branch here: https://github.com/maciekglowka/hike_deck/tree/part_02 PiecesI like to design turn-based games as if they where board games. So if we have a board, we should also have pieces t…
March 18, 2023

Bevy roguelike tutorial / devlog part 1

Note: this tutorial has been created for a rather old version of Bevy (0.10). While it still can be a useful read for some parts, there is a more 'modern' approach to turn-based mechanics presented in a newer post: https://maciejglowka.com/blog/turn-based-mechanics-with-bevys-one-shot-systems/ I have been fiddling with the Bevy Engine for more or less a year now, working mostly on turn-…
Dec. 6, 2022

Text-based (JSON, Toml) resources in Bevy engine

Even when building a simple game, you might at some point want to keep the data / stats outside of your source code. A structured text file format, like JSON or Toml might sound like a good, not overly complicated, solution. Unfortunately, the Bevy engine does not support loading those out-of-the-box at the moment (I am at v 0.9).You might just think, that loading text data is easy enough to hand…
Sept. 18, 2022

Making Axum server to listen over a Unix socket

I have recently been doing some tinkering with the Axum framework, making simple REST backends. When I was ready to push one of them to the public server, I have realized that my hosting provider uses unix sockets to communicate custom apps with the outside world.The app would receive standard HTTP packets, but had to listen on unix instead of TCP (a bit similar to how Docker API works). At first…
Jan. 2, 2022

OBJ with MTL and textures from THREE.js

Recently we have added the ability to download 3d models from our furniture website pikle.eu. Internally we store models in GLTF format - for webpage and AR use (via model-viewer.dev). Since it is not the most popular file format among interior designers, we have decided to provide client-side on-the-fly conversion.Luckily THREE.js had two working exporters for us right away - COLLADA and OBJ. On…
July 15, 2021

Batch GLTF material variants in Blender

I have been working for the last couple of months on an AR marketplace for furniture makers - pikle.eu. Obviously we use Blender for our 3d model preparation. Lots of furniture pieces are customizable - usually in terms of finishing / materials. Even though the GLTF format supports shader variants nowadays, I am not aware of such a functionality in Blender's exporter. So, in order to save us…
April 15, 2021

Pre-export file flattening in Blender

Quite recently I have been creating a Blender model that was intended for further animation and rendering in Lightwave. We were using FBX as an exchange format. Unfortunately there were lots of issues with the transfer.One thing I have noticed that helped significantly was model triangulation before the export. The asset was actually a quite complex gothic-style castle, build from many many Blend…
March 28, 2021

Excel based batch rendering in Blender

Recently I have been working on some product renderings that involve lots of different shader and studio setups for the same objects. Basically every object has multiple colour combinations eg. white-white, white-blue, white-red, blue-white and so on. Also different colours needed different lighting setups to look correctly in the renderings. So a friend (we work together on this project) suggest…
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