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.github/workflows/ci.yml

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runs-on: ubuntu-latest
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env:
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BASE_URL: https://github.com/getzola/zola/releases/download
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VERS: v0.12.2
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VERS: v0.15.2
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ARCH: x86_64-unknown-linux-gnu
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# https://github.com/marketplace/actions/github-pages#warning-limitation
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GITHUB_PAT: ${{ secrets.GITHUB_PAT }}
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# https://github.com/crazy-max/ghaction-github-pages/issues/1#issuecomment-623202206
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GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
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steps:
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- uses: actions/checkout@v2
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- name: Lint
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with:
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build_dir: public
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target_branch: master
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keep_history: true

.gitignore

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public/
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.idea/
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*.DS_Store

README.md

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## Building from Source
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The site is built and deployed automatically from the repo (see .github/workflows/ci.yml).
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The site is built and deployed automatically from the repo (see
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[.github/workflows/ci.yml][ci]).
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To preview/experiment locally:
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1) [Install Zola][zola-get].
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1) [Install Zola][zola-get]. Make sure to use 0.14.1, to match [our CI config][ci]!
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2) Run `zola serve --drafts` and open the link.
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[zola-get]: https://getzola.org/documentation/getting-started/installation
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[ci]: https://github.com/rust-gamedev/rust-gamedev.github.io/blob/source/.github/workflows/ci.yml
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## License
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config.toml

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base_url = "https://gamedev.rs/"
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default_language = "en"
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compile_sass = true
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highlight_code = true
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generate_feed = true
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feed_filename = "rss.xml"
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[markdown]
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highlight_code = true
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[extra]
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date_format = "%F"
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+++
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title = "Rust Graphics Meetup 2"
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date = 2022-05-18
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transparent = true
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aliases = ["posts/graphics-meetup-02"]
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+++
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<!-- markdownlint-disable single-title heading-increment no-blanks-blockquote -->
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<!-- markdownlint-configure-file {"line-length": {"heading_line_length": 120}} -->
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![Rust Graphics Meetup](rust-graphics-meetup-2.jpg)
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The second Rust Graphics Meetup will take place on [May 21st at 16:00
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UTC+0][meetup-time]. This meetup is a chance to see what others have been
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working on in the Rust graphics community. You can see the videos from the
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[first meetup here][rust-graphics-meetup-1].
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The meetup will take place on the Rust Gamedev [YouTube][youtube-stream] and [Twitch][twitch-stream].
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[meetup-time]: https://everytimezone.com/s/b6ec5c17
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[rust-graphics-meetup-1]: https://www.youtube.com/playlist?list=PLYiOdhpKxxXJwaocrJcOCoBhlV6foaO8F
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[youtube-stream]: https://www.youtube.com/watch?v=aIdsrZDActM
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[twitch-stream]: https://www.twitch.tv/RustGameDev
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## Schedule
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### Vismut | [Lukas Orsvärn]
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#### 16:00 - 16:20
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> Vismut will be a procedural texturing tool for Windows and Linux, allowing for
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> a 100% non-destructive material creation workflow. This means you build
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> textures from scratch using procedural nodes, allowing for changes to any step
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> in the process at any time, including changing the texture's resolution.
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[Lukas Orsvärn]: https://github.com/lukors
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### Screen-13 | [John Wells]
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#### 16:20 - 16:30
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> Screen 13 is an easy-to-use Vulkan rendering engine in the spirit of QBasic.
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[John Wells]: https://github.com/attackgoat/screen-13
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### Optimizing wgpu with Data Driven Design | [Connor Fitzgerald]
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#### 16:30 - 17:00
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> A look into how Data Driven Design is the key to the performance increases
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> coming in wgpu 0.13 and what the future holds for solving long standing
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> performance bottlenecks in the codebase. wgpu is the graphics abstraction at
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> the core of many rust projects and ensuring it is as fast as possible will
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> push the boundary of what is possible in safe Rust today.
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[Connor Fitzgerald]: https://github.com/cwfitzgerald
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content/blog/rustyjam-02/aaron.png

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content/blog/rustyjam-02/index.md

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title = "Rusty Jam 2"
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date = 2022-06-11
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transparent = true
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+++
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![Aaron: a drawing of a humanoid fox](aaron.png)
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Hey everyone, we're finally announcing the [Rusty Jam #2][itch]!
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It's a great chance to try out some new Rusty tech,
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form a team of like-minded rustaceans, and feel what
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a full cycle of making a game in Rust feels like in miniature!
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Submissions will be open from June 18th to June 26th.
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Voting on submissions will begin as soon as the jam ends and will run for a week.
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This jam focuses more on using Rust than anything else.
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That means you aren't restricted on your design, music, or graphics,
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as long as you use Rust to make it!
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The optional-to-use theme for the jam is going to be announced
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[in the Rusty Jam Discord][discord] and pinned in the community section.
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While you're waiting for the theme, you can start looking for a team
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in the #looking-for-team Discord channel.
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If you want to solo jam though, that's fine too.
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[See the itch.io page for more details about dates, rules, modifiers, etc!][itch]
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------
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This jam's mascot is Aaron the Rust-loving fox ([submitted][mascot] by vSmiles)!
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> Aaron is a proud supporter of Rust and loves spreading this love
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> around the world.
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>
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> He hands out little red flags as he marks the places he's reached,
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> and with his big furry smile, he wants Rust to be an approachable
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> programming language that's suitable for anyone!
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>
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> He also has a very special bandana that features his little friend Ferris.
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[itch]: https://itch.io/jam/rusty-jam-2
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[discord]: https://discord.gg/8dUQJFFmxG
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[mascot]: https://vsmiles.itch.io/aaron-the-rust-loving-fox

content/news/006/index.md

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There has been a devblog each week since the end of January last year.
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Here are some of the big changes in this release:
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```text
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```txt
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- Added initial region system implementation
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- Added moon and clouds
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- Added proper SFX system

content/news/007/index.md

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```txt
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- Fixed NPCs attacking the player forever after killing them
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- Extend run sfx to small animals to prevent sneak attacks by geese
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- Added sfx for wielding/unwielding weapons

content/news/008/index.md

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Here is the March changelog:
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```txt
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- Added sfx for wielding/unwielding weapons
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- Fixed NPCs attacking the player forever after killing them
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- Added sfx for collecting, dropping and using inventory items

content/news/009/index.md

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```txt
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- Complete rewrite of the combat system into a state machine
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- Abilities like Dash and Triplestrike
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- Fireball explosions

content/news/010/index.md

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### [beehive]
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```text
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```txt
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yz +Y
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__
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yx / \ xz +X

content/news/011/index.md

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nanoserde may be useful when the whole game has less than a minute
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clean build time and spending ~40s on serde is unreasonable.
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```txt
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> cargo tree
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nanoserde v0.1.0 (/../nanoserde)
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└── nanoserde-derive v0.1.0 (/../nanoserde/derive)

content/news/013/index.md

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Here is an example of this feature is being tested in
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an experimental offline 3D renderer (not open sourced):
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```txt
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// Called by `set_simple(scene: _, sdf: _, id: _)`.
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dyon_fn!{fn set_simple__scene_sdf_id(
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scene: #&mut SimpleScene,
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![Current state of starframe graphics and physics](starframe-demo.gif)
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[starframe] by [@moletrooper] is a work-in-progress 2D game engine
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[starframe] by [@molentum] is a work-in-progress 2D game engine
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for physics-y sidescrolling games. This month it received
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[an experimental graph-based entity system][sf-graph-post].
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_Discussions:
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[/r/rust](https://www.reddit.com/r/rust/comments/iju3xq/starframe_devlog_architecture_ecs_graph/),
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[twitter](https://twitter.com/moletrooper/status/1300034941816897542)_
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[twitter](https://twitter.com/molentum_/status/1300034941816897542)_
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[starframe]: https://github.com/moletrooper/starframe
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[@moletrooper]: https://twitter.com/moletrooper
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[sf-graph-post]: https://moletrooper.github.io/blog/2020/08/starframe-1-architecture/
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[starframe]: https://github.com/m0lentum/starframe
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[@molentum]: https://twitter.com/molentum_
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[sf-graph-post]: https://molentum.me/blog/starframe-architecture/
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### [mochi]
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content/news/016/index.md

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Table of contents:
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- [Rust GameDev Podcast](#rust-gamedev-podcast)
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- [Rust GameDev Podcast #3](#rust-gamedev-podcast-3)
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- [Last Call for Rust GameDev Survey](#last-call-for-rust-gamedev-survey)
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- [Game Updates](#game-updates)
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- [Learning Material Updates](#learning-material-updates)
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Reddit user [vlmutolo] also made a [toy benchmark] comparing rkyv against serde
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```text
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```txt
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serialize (bincode): 89 ns/iter
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serialize (rkyv): 86 ns/iter
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content/news/017/index.md

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- [Rust GameDev Podcast #4](#rust-gamedev-podcast-4)
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- [Rust Gamedev Meetup](#rust-gamedev-meetup)
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- [Rust GameDev Podcast](#rust-gamedev-podcast)
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- [Game Updates](#game-updates)
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- [Learning Material Updates](#learning-material-updates)
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- [Library & Tooling Updates](#library-tooling-updates)
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![Current state of starframe graphics and physics](starframe.gif)
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[starframe] by [@moletrooper] is a work-in-progress game engine
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[starframe] by [@molentum] is a work-in-progress game engine
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for physics-y sidescrolling 2D games. This month, a new, more versatile
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constraint solver was used to add friction and basic joints. Collision
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detection accuracy and overall stability were also improved.
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_Discussions:
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[twitter](https://twitter.com/moletrooper/status/1338066680724008960)_
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[twitter](https://twitter.com/molentum_/status/1338066680724008960)_
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[starframe]: https://github.com/moletrooper/starframe
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[@moletrooper]: https://twitter.com/moletrooper
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[starframe]: https://github.com/m0lentum/starframe
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[@molentum]: https://twitter.com/molentum_
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### [Dotrix]
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content/news/020/index.md

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- [Learning Material Updates](#learning-material-updates)
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- [Engine Updates](#engine-updates)
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- [Library & Tooling Updates](#library-tooling-updates)
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- [Popular Workgroup Issues in Github](#popular-workgroup-issues-in-github)
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- [Meeting Minutes](#meeting-minutes)
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- [Requests for Contribution](#requests-for-contribution)
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<!--
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[Harvest Hero][hh_disc] ([Discord][hh_disc], [Twitter][bmb_twitter])
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by [@bombfuse][bmb_twitter] is an arcade/roguelite where you whack Groobles.
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Built on top of [Emerald](#Emerald).
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Built on top of [Emerald](#emerald).
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Harvest Hero has undergone a large change, migrating
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from semi-randomly generated levels to handcrafted levels
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![Current state of starframe graphics and physics](starframe.gif)
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[Starframe] by [@moletrooper] is a work-in-progress game engine for physics-y
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[Starframe] by [@molentum] is a work-in-progress game engine for physics-y
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sidescrolling 2D games.
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This month, [its physics engine was revamped once more][sf-update-tweet]
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development of the physics engine so far in a great deal of mathematical
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detail.
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[starframe]: https://github.com/moletrooper/starframe
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[@moletrooper]: https://twitter.com/moletrooper
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[sf-blog-post]: https://moletrooper.github.io/blog/2021/03/starframe-devlog-constraints
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[sf-update-tweet]: https://twitter.com/moletrooper/status/1360723470414450688
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[starframe]: https://github.com/m0lentum/starframe
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[@molentum]: https://twitter.com/molentum_
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[sf-blog-post]: https://molentum.me/blog/starframe-constraints/
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[sf-update-tweet]: https://twitter.com/molentum_/status/1360723470414450688
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### Emerald
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content/news/024/index.md

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![Demonstration of Starframe's new rope physics](starframe.gif)
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[Starframe] by [@moletrooper] is a work-in-progress game engine for physics-y
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[Starframe] by [@molentum] is a work-in-progress game engine for physics-y
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sidescrolling 2D games.
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This month's noteworthy development was [particle-based ropes][sf-ropes-tweet]
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capable of full two-way coupling with rigid bodies, demonstrated above.
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Capsule-shaped colliders were also added.
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[starframe]: https://github.com/MoleTrooper/starframe/
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[@moletrooper]: https://twitter.com/moletrooper
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[sf-ropes-tweet]: https://twitter.com/moletrooper/status/1421204030441889792
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[starframe]: https://github.com/m0lentum/starframe/
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[@molentum]: https://twitter.com/molentum_
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[sf-ropes-tweet]: https://twitter.com/molentum_/status/1421204030441889792
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## Learning Material Updates
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