#0.14 Bevy Jam

1 messages Β· Page 6 of 1

slender belfry
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I remember there was a workaround tho

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#1261408668159709315 message

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here

bitter sparrow
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well, it does but it doesn't

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it can access the cache from main branch releases but not from non-main branch releases

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i'll give it a bit more thought

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i think the tradeoff in the PR is probably worth it. may want to allow cache-group to override the workflow file hash as well

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so that cache-group can work between different workflow files -- but that also means different versions of the same workflow file

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actually before this PR you could have another very strange thing happen

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suppose we had a job in ci.yaml named build for some reason

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then it would use the same cache key as build in release.yaml, because the tuple is the same: (runner.os, job name, cargo --version, Cargo.toml, Cargo.lock)

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so if the two build jobs compile with different profiles / features, then one of the jobs will always get a "cache hit" but forced to recompile

bitter sparrow
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there's a problem with cache + matrix as well

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job name is the same for each matrix job ("build")

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since web and linux releases both run on ubuntu-latest... they use the same cache key

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i saw in one of our releases, the linux build was super fast because got a correct cache hit but the web build was slow because it got a false positive cache hit and had to recompile

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that's probably on our end to fix though, with cache-group: ${{ matrix.platform }}

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or maybe upstream could do ${{ github.job }}-${{ strategy.job-index }} EDIT: updated pr

bitter sparrow
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gonna leave bevy-template CI as it currently is atp; we know what the issues are, and it can be improved after the jam

slender belfry
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Thanks for upstreaming the CI wizardry πŸ˜„

lunar sail
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Thanks, I will review this tomorrow (if not feel free to ping me)

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(replied to the wrong link, meant the cargo-cache PR)

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It might be better to have the workflow file hash at the end so that we have a higher chance of being able to reuse the cavbe but I'm not sure yet

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But definitely a good addition, that might explain some recompile issues I had in the past.
I wish cargo would provide better verbose output explaining why things are recompiled...

prisma delta
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Moving to voting in #jam-theme-voting now

bitter sparrow
bitter sparrow
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planning to get the README finished today so we can announce that the template is ready by tomorrow

slender belfry
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I was planning on making the design decisions and third party tools separate docs. What do you think?

bitter sparrow
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sounds good to me, i think the CI should be a separate doc too lol

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huge linear README is just not readable

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and i don't think we should leave out details to try to keep the README small

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put the separate docs in a docs/ folder or something? idk what the convention is

prisma delta
bitter sparrow
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ah okay. so third-party tools probably in the root by Cargo.toml and CI in .github/workflows?

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assuming it's valid to put a .md in the workflows folder

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probably fine if they're all in the root ig

slender belfry
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I'd put them in a docs directory in this case

bitter sparrow
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idk why hackmd is not letting me share this note i made

slender belfry
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Also, thoughts on renaming the template to bevy-jam-template?

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I'm asking because bevy-template is a really really really generic name

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Which I think would be fine if it was in the Bevy org

bitter sparrow
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lol my jam template is named bevy_jam_template but i was thinking of renaming it because it was too similar to bevy-template

slender belfry
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But as-is, it makes it a bit awkward to talk about

bitter sparrow
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are we specifically targetting jam games though?

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i thought it was meant to be a general template, jam-friendly

slender belfry
slender belfry
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But the fact that it targets the Bevy jam specifically brings with it some consequences

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like beginner friendliness

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and easy itch uploads

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semi-official-bevy-template πŸ™ƒ

bitter sparrow
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starter-template or something?

slender belfry
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That's at least better than bevy-template

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@prisma delta do you have some wise recommendations?

bitter sparrow
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if we're renaming, can we switch to underscores 😩

slender belfry
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sure!

bitter sparrow
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itch page can still be hyphens cause it's more natural in a url

slender belfry
prisma delta
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πŸ€”

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Definitely prefer a less generic name

bitter sparrow
slender belfry
unreal narwhal
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bevy_jam_5_starter

prisma delta
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Not durable :p

slender belfry
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bevy_jam_5+_starter /j

unreal narwhal
bitter sparrow
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i think bevy users should be using extension traits

unreal narwhal
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but I'll bow out, it is not my place to be giving opinions, it is y'alls work

bleak grail
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sugary_template, you need some sugar to start making a jam

slender belfry
slender belfry
prisma delta
slender belfry
slender belfry
slender belfry
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Or something like bevy_sugar

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Aaaaaa

dawn crag
bitter sparrow
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i'd only think it sounds like syntax sugar

slender belfry
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We are cursed with so many great names πŸ˜„

slender belfry
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But I'd love to hear some beginners' thoughts on it

unreal narwhal
bitter sparrow
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iirc extension traits are only used for ui widgets rn

slender belfry
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There's definitely room for cutting more stuff that we simply don't see since we are blind to issues beginners might face

slender belfry
slender belfry
bitter sparrow
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ah we have a Spawn extension trait defined on Commands and ChildBuilder ^\_(``/)_/^

slender belfry
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So I'd be very very skeptical of changing that part

dawn crag
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I "get" that trait too / it makes sense. It's just a bit advanced.

slender belfry
slender belfry
bitter sparrow
slender belfry
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Also, I hope I'm not coming across as overly protective of the project or anything. Criticisms are still very much welcome πŸ™‚

bitter sparrow
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we already have our own templates we're presumably more protective of hehe

dawn crag
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hmm, I feel like the most important thing is a good top-down overview. I feel like there's no good place to "just start writing code." You have to first grok the whole project layout and figure out what you're doing and think of a good name for your little module and blah blah.

bitter sparrow
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yeah that's a consequence of splitting into modules by feature

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agree we should explain the project layout

dawn crag
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I don't think I have access to the readme hackmd so I don't know what's already been done

bitter sparrow
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should have access if you're signed in

dawn crag
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oh maybe I just wasn't signed in, lol

slender belfry
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I think to start with it wouldn't be wrong to just write all of your game code directly into /game/mod.rs and then split it as you see fit

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Maybe we should also mention that πŸ˜„

bitter sparrow
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i think the screen/ directory is pretty easy to slot into as well

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delete a file if you don't want that screen, add a file if you want a new screen

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but ofc that needs to be explained

slender belfry
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@dawn crag feel free to edit the readme as you see fit or add comments if you find something is written in a weird way

bitter sparrow
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btw @slender belfry, no license files => all rights reserved, not public domain πŸ˜„

slender belfry
bitter sparrow
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yep

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i'm doing an editing pass tho

slender belfry
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Ah, my bad then πŸ˜…

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ping @agile dirge @hidden pond

bitter sparrow
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@slender belfry does trunk serve create a dev build or a release build?

slender belfry
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you can pass --release to get a release build

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well, --release --no-default-features

bitter sparrow
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BTW we could add trunk serve --no-spa as a VS Code task in tasks.json

slender belfry
bitter sparrow
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so im fine with whatever name is chosen for the template, doesn't really matter to me, but i'll lay out my reasoning against sugary_template:

  1. may be confused with "syntax sugar", aka this template provides a lot of api ergonomics, which is not the intent
  2. user has to make the connection to "game jams" to get the joke
  3. the name implicitly ties the template to game jams, which isn't its sole focus
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it is cute though and i think a cute name is good, if it fits better

slender belfry
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You just convinced me to change my vote

agile dirge
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Yeah, I didn't for that one for reason 1

hidden pond
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I would've suggested Bevy Pectin myself πŸ˜›

dawn crag
bitter sparrow
bitter sparrow
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a couple refactor proposals:

  1. merge camera.rs into lib.rs (imo it should be separate, but with window / asset / etc. all being merged into lib.rs, it doesn't make sense rn)
    2. rename src/ui_tools -> src/util and move src/ui_tools/widgets.rs to src/ui/widgets.rs (user will add their own utils and their own ui. i think this makes more sense and is easier to explain)
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having to explain src/ui_tools in the README feels really weird

slender belfry
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Wait, I misread

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so there will be /util and /ui?

bitter sparrow
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as proposed yes

slender belfry
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That feels a bit weird, considering everything in there is ui themed

bitter sparrow
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true. could just rename src/ui_tools -> src/ui instead

slender belfry
dawn crag
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is there a particular reason we are urging people not to use bevy_audio?

bitter sparrow
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missing features iirc

agile dirge
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note that we had a ui folder initially and we specifically changed it to ui_tools so it's not confused with screens

bitter sparrow
agile dirge
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changing where ui folder is doesn't fix the issue though

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the name is simply wrong

bitter sparrow
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the issue was apparent complexity i thought?

agile dirge
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that was the main drive, but we also did naming revamp and that was a part of the reason

bitter sparrow
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maybe

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i definitely wouldn't call the name "wrong" anyways

agile dirge
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not gonna fight it, just letting you know

bitter sparrow
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potentially confused with screen, maybe

bitter sparrow
agile dirge
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Best to ask that in #1236113088793677888

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or #audio-dev

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i mean, it's basically confirmed to be replaced

dawn crag
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I sort of understand the reasons that bevy is moving towards kira, (rodio just being poorly designed, apparently). But afaik there aren't any showstopping things in bevy_audio right now and I don't know if telling people that an audio engine swap is a "must have" is right.

agile dirge
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just a matter or release or few, there was serious discussion about making a custom sound lib for Bevy

bitter sparrow
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so i had to switch

unreal narwhal
fallen stag
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The current implementation is not reliably real-time (as far as I know) and also makes it really difficult to do stuff as basic as loop tracks.

prisma delta
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For a jam I'd probably consider using it though

bitter sparrow
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i like.. couldn't change the track to a victory track. or something

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was just impossible

prisma delta
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But yes, please give reasoning for recommendations like that

slender belfry
fallen stag
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They shouldn’t be told not to use it, but we could warn them they are going to have a hard time and apologize in advance.

slender belfry
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Missing features probably come second

dawn crag
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do tracks not... loop? like I recall having looping music in all of my jam games, lol.

slender belfry
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@bitter sparrow I'm still feeling under the weather, but I think I should be able to do a pass on the readme tomorrow. Do you mind waiting with announcing everything until then?

bitter sparrow
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it seems we need to use bevy_kira_audio to support stopping a looping sound (the main track) to replace it with the victory track

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found my old quote explaining my reasoning

bitter sparrow
dawn crag
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But yeah, if there's a good reason for users to do that, please explain that reasoning. Ideally, make sure that reasoning is actually true circa Bevy 0.14.

Otherwise, I just really don't like telling new users that bevy_audio "is not usable." (that is the leap I am making from "bevy_kira_audio is a must-have plugin.")

bitter sparrow
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yeah that's fair, the quote was true as of bevy 0.10

dawn crag
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it seems we need to use bevy_kira_audio to support stopping a looping sound (the main track) to replace it with the victory track

This seems sort of surprising, but also I would be very surprised if there wasn't a very simple workaround if it's still a thing. It definitely sounds pre-"ecs-based audio"

slender belfry
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We could leave it in the "nice to have" bucket and then re-evaluate after the jam

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It would be pretty nice if bevy_ui turned out to be good enough for jams πŸ™‚

bitter sparrow
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eh i used pure bevy_ui for bevy jam simulator

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not that that was a good idea

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bad multi-line text rendering and no scrollbar widget were the most annoying things

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hopefully text is good in 0.15

unreal narwhal
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was there a doc for the direction of the template?

bitter sparrow
unreal narwhal
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it feels really awkward to be seeing things like "bevy_audio and bevy_ui aren't good enough to use", so was wondering what the charter was for the template

slender belfry
bitter sparrow
unreal narwhal
slender belfry
bitter sparrow
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if you're making a jam game you don't want to waste days working around upstream issues

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i don't think anyone is saying unusable

slender belfry
slender belfry
unreal narwhal
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yeah I suppose my read of "its a must-have" is that the built-in functionality is not enough, even for game jams.

bitter sparrow
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can be careful about phrasing when that section is written out

dawn crag
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Yeah, strike some sort of balance where we don't present Bevy as being incapable on its own, but also glorify the third party ecosystem.

slender belfry
bitter sparrow
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something like "these 3rd-party libraries are highly likely to save you time during a game jam"

slender belfry
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comments welcome πŸ™‚

unreal narwhal
bitter sparrow
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ope. i think it requires an account

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hackmd permissions are awkward

slender belfry
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You should be able to access it when you're logged into hackmd

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Inside that document, there are links for the hackmds of other docs

unreal narwhal
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I don't really want to make a hackmd account, so I'll leave it to y'all and stop commenting.

bitter sparrow
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understandable, i'll prob @ you when i make the README PR

slender belfry
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I very much value the comments we are getting ❀️

prisma delta
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IMO bevy_ui is usable for 90% of jam games

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Unless you're doing something UI heavy, buttons are generally enough

bitter sparrow
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even for buttons you kinda want bevy_mod_picking :)

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but yes it's simple enough to implement buttons without it ofc

prisma delta
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And Interaction does exist!

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It's not great, but it does function

bitter sparrow
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iirc the main issue with Interaction is like having the button remain pressed on click & drag, or having a button take effect upon release (but only if the mouse is still above the button), stuff like that

prisma delta
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Yeah, but again, for jam games, that's generally fine

bitter sparrow
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if you just want "on mouse down" it's good

slender belfry
# slender belfry

@prisma delta could you pin this? I want to leave it up until tomorrow

dawn crag
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75% of the top 3 entries from previous bevy jams used bevy_ui exclusively. The rest used bevy_egui, a combination of bevy_ui and bevy_egui, and one said f-it and did their UI with sprites.

bitter sparrow
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the sprite ui 😭

slender belfry
bitter sparrow
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also notably sickle_ui didn't exist for previous jams. (and as a counterpoint, bevy_ui has improved over time)

slender belfry
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Curious to see how many will use sickle_ui this jam

slender belfry
bitter sparrow
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imo bevy changes so much every 2 releases that it'd be too outdated to be relevant

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but maybe

prisma delta
bitter sparrow
bitter sparrow
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i'm gonna make separate PRs for each readme doc

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so there will be a few broken links until they're all uploaded (will link to TODO at first)

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@unreal narwhal (3rd-party recommendations not included in this PR yet, just the main README)

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there may be a few other things we still want to add to the main README, but i think it's in a good enough place for an initial PR to get things moving

bitter sparrow
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think adding --open to the trunk serve command (in the README and the tasks.json) is worth, equivalent to how cargo run will open a window once it's done building

slender belfry
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In theory. It never opens the browser for me, but that might be a Windows bug

bitter sparrow
slender belfry
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Maybe it’s parts of the next version of trunk, like no-spa

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In that case, sure, let’s add the flag to the CLI invocation

bitter sparrow
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i'll update the readme pr as well

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ok so uh

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in our Trunk.toml

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[server] is supposed to be [serve]...

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i changed it to [serve] and open = true took effect

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πŸ˜…

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idk how to test if no_spa = true is working?

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the game runs fine

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updated other PRs accordingly

bitter sparrow
bitter sparrow
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okay i checked web console

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confirmed that no_spa = true in Trunk.toml works when [serve] is used instead of [server]

slender belfry
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You can test it by navigating to localhost/foo

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If it returns a 404, that’s good. If it redirects to localhost, that’s bad

slender belfry
bitter sparrow
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i set up Bevy Jam 5 and Bevy Jam 6 milestones to organize issues better

bitter sparrow
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can't recommend blenvy / blender bevy components workflow, because the latter is still 0.13 and the former is not released yet

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ill omit the "other tools" section

dawn crag
prisma delta
dawn crag
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Yeah, optional. I can definitely see arguments both ways.

Question motivated by my brain, for whatever reason, telling my fingers to type https://thebevyflock.github.io/bevy-template into my address bar and expecting it to work.

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IIRC, it was done previously in a PR to bevy_github_ci_template, but that PR also massively reorganized the CI in sort of a controversial way and stalled out.

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Seems unimportant for Bevy Jam, but maybe slightly useful for jamming in general.

slender belfry
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That's a good idea. I think it's nice to give users the option to self-host. It shouldn't be too hard to implement either. Adding an issue so we don't forget πŸ™‚

hidden pond
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Ehh. I feel like deploying to GH Pages is a bit much, and doesn't really bring much value, while also adding more areas where someone who is new could get confused.

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(Also feels kinda sketchy to me tbh, but that's more of a me thing.)

slender belfry
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I also don't think it brings that much value, but it's trivial enough. I don't think there is much of a vector for confusion since everything there can be automated away.
With itch, you have to add your API keys and create the project. With GitHub pages, it's enough to just have a workflow.

slender belfry
slender belfry
hidden pond
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I find games that are hosted on github pages sketchier than games hosted on itch.io (although games that are self-hosted are treated as a bit sketchier than being on itch.io in general outside of a handful of circumstances, but not as sketch as github pages tbh)

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Also I just generally dislike adding in more things that tie this template specifically to github.

bitter sparrow
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actually @lunar sail i just had a thought. it may be better to leave the workflow file hash in cache-group, but add the entire cache-group to fallbacks

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so there can be cross-job (or cross-cache group) fallback caching

bitter sparrow
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different jobs might run the same or similar commands

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would be even better to make the fallback more granular, preferring the same workflow file + job name but different matrix index first, then the same workflow file but different job name + matrix index, then different workflow file

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but that would be more complicated because the cache-group can be overwritten

lunar sail
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Hmmm right

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While trying to find the cargo-cache repo (thanks terrible github search) I also found another action doing something similar to ours and they also provided more than just one user configurable part

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Basically at different positions of the hash key

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But I'm also thinking I might just merge what we have now as its definitely am improvement and then we can refine the behavior later on
Might have to do a major version bump though

bitter sparrow
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makes sense

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@unreal narwhal tool recommendations this time

unreal narwhal
bitter sparrow
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but the reason is to highlight a subset that are particularly useful for pretty much any game

unreal narwhal
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so there's a quickstart template repo that doesn't include crates that are particularly useful for pretty much any game?

bitter sparrow
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yep...

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there's not much actual game code in the template

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so it's not too bad, but as soon as you want like, physics

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or debugging tools

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then these crates would become useful

unreal narwhal
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I think a guiding document would've been useful for the template effort. its not clear to me what the goals are, so I can't really give any useful feedback on the list.

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if its an official template, then these are official recommendations.

bitter sparrow
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it's meant to be a semi-official template

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this is the closest we have to a guiding principles writeup #1258521739395203174 message :p

unreal narwhal
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if #1 is "no third party dependencies" then scrap the list entirely imo

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point people to /assets

bitter sparrow
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hmm purely from a pragmatic standpoint, i think the list adds a lot of value (in addition to linking to bevy assets)

unreal narwhal
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I think the list plays favorites in a way that isn't clear, and I disagree with the top-level statement of "the following libraries will likely be useful for most games"

bitter sparrow
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in terms of "being neutral" it is a deviation though

slender belfry
slender belfry
slender belfry
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Maybe "We find the following libraries are particularly useful for many kinds of projects"?

unreal narwhal
slender belfry
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Or "The following libraries have, in our opinion, an exceptional level of usefulness / documentation / maturity / widespread usage"?

bitter sparrow
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make it more clear that it's subjective?

unreal narwhal
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yeah again my comment in response to being asked for feedback is "I don't think I have useful feedback here", because I don't know that the list should exist. Especially given the variety of things like ui libraries. Why sickle and not quill or lunex or any of the others, for example

bitter sparrow
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yeah the UI libraries is one thing i was unsure on

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sickle_ui is mainly because it adds immediately useful features (widgets) and builds on bevy UI

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but there are a lot of great UI libraries

unreal narwhal
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also worth noting concretely that bevy_hanabi doesn't work on wasm afaik

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so if you use it in the jam, its unlikely that you get votes as a result

bitter sparrow
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let me double check

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i havent read the full issue context to know what exactly this comment means tho

slender belfry
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But I think it's fair to also mention the other UI crates

unreal narwhal
slender belfry
bitter sparrow
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i could remove sickle_ui and bevy_hanabi πŸ˜„

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i think all the rest have fewer solid alternatives

slender belfry
bitter sparrow
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well hanabi doesn't really have solid alternatives for particles afaik, but like vfx

slender belfry
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Haven't tested them tho

slender belfry
bitter sparrow
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hm yeah.. could be a separate section for UI, to include a few more libraries :p

unreal narwhal
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yeah again, my comment in response to being asked for feedback is "I don't think I have useful feedback here". The template is straddling a line between not having third party crates and turning around and immediately recommending crates that could require refactors (bevy_asset_loader and loading states, for example).

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(and to be clear, I love bevy_asset_loader, so no knock on the crate)

bitter sparrow
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yeah that's true. the reason for that is that bevy is in an awkward spot rn for an "unopinionated pure-bevy template"

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and yet we're trying to make one anyways

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to the extent that it's possible

slender belfry
bitter sparrow
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if the list of (curated) recommendations could be hosted outside the template somewhere we could link to, that might be slightly better

slender belfry
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The refactors should be trivial. If not, we should change the template to make refactors for third party crates trivial

hidden pond
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Github Repos have Wikis we could put it in if we wanted.

unreal narwhal
slender belfry
unreal narwhal
slender belfry
bitter sparrow
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i'd consider that "not enough" since jams come with a tight time constraint

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personally

slender belfry
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@bitter sparrow I'll later check your readme PRs in more detail. I'll probably accept them without much fuss and then do a follow-up PR myself with some changes.

slender belfry
unreal narwhal
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does make the rec even stronger

bitter sparrow
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"likely to be upstreamed" could be noted for a few of those libraries

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LWIM, picking, sickle (partially)

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kira_audio was going to be potentially upstreamed but plans changed

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avian might be upstreamed at some point in the future but that's more speculative. some type of ecs-first physics for sure

unreal narwhal
slender belfry
bitter sparrow
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that makes sense, it's a tall task

limber dragon
slender belfry
limber dragon
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bevyology

slender belfry
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Ornithology

slender belfry
prisma delta
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@slender belfry I would put something like "Uses bevy_ui primitives and well-aligned with bevy_ui's planned future" for sickle_ui

bitter sparrow
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first draft

In particular:
- `leafwing-input-manager` and `bevy_mod_picking` are very likely to be upstreamed to Bevy in the near future.
- `bevy_editor_pls` and `bevy_mod_debugdump` help fill the gap until Bevy has its own editor.
- `bevy_rapier` or `avian` help fill the gap until Bevy has its own physics engine.
- `sickle_ui` is well-aligned with `bevy_ui` and helps fill the gap until Bevy has a full collection of UI widgets.
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after the full table

prisma delta
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I'd probably recommend bevy-inspector-egui over bevy_editor_pls, just because it's a bit lighter weight

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And I would probably recommend bevy_egui for making dev tools

bitter sparrow
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interesting. they're both made by the same person also :)

prisma delta
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Yeah, the latter wraps the former

bitter sparrow
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i was considering recommending both, or just bevy_editor_pls

#

would both be reasonable?

prisma delta
#

Pick one IMO, but no strong feelings

bitter sparrow
#

actually the decision is easy. bevy_editor_pls does not support 0.14 yet, bevy-inspector-egui does

slender belfry
bitter sparrow
#

i was considering adding a dev console to the recommendations

#

i think i didn't because of bevy version compatibility

slender belfry
# slender belfry
poll_question_text

How should we call the template repo?

victor_answer_votes

5

total_votes

21

victor_answer_id

2

victor_answer_text

bevy_quickstart

bitter sparrow
#

ope

slender belfry
bitter sparrow
slender belfry
bitter sparrow
#

bevy_dev_console does not

bitter sparrow
#

imo we should add a link to the bevy quick-start guide in the README now

dawn crag
#

I mentioned hanabi in a hackmd comment -- it can't / won't ever support webgl2 and doesn't yet work properly with webgpu.

bitter sparrow
#

to ease the potential confusion a bit

bitter sparrow
#

if it doesn't work on web i will remove hanabi from the list

slender belfry
#

I also heard that a certain coding wizard in my area is working on a for-real-for-real console in Bevy πŸ‘€
-# @night saddle

dawn crag
bitter sparrow
#

hm ok. i either have to remove it or add a note then

bitter sparrow
dawn crag
#

either is fine for me, but there are particle plugins that do work w/ webgl2

dawn crag
slender belfry
slender belfry
bitter sparrow
#

okay. i think removing hanabi from the list will be the easiest option then

#

user can find it / others in bevy assets

slender belfry
dawn crag
#

I wouldn't. At that point, you're just creating yet-another-awesome-bevy-list

I mean, I guess that's an option. I'd pile my recommendations on if we did a ~~semi-~~totally-un-offical "crates the authors of this template love" list.

But I mostly wish we just had better tools for figuring out which crates listed in bevy-assets even work with the latest version of Bevy.

#

Or, we could do a totally neutral "this is a list of the most-used third party crates in Bevy Jam 4 that work with Bevy 0.14" perhaps.

slender belfry
slender belfry
bitter sparrow
#

still 2 versions outdated, but for an "automated" approach that could be worse

#

also if you want to make a non-jam game, the most used libraries for jam games wouldn't necessarily match. but i'm sure in practice they'd all be useful so that's fine

dawn crag
slender belfry
bitter sparrow
#

and some aren't open source, or just don't link to their source

#

oh wait mb

#

misread context :)

slender belfry
slender belfry
bitter sparrow
#

was thinking about jam games (to see which libraries they use)

bitter sparrow
#

or having two fields

#

one for crates.io link specifically, one for "where clicking this asset will take you"

#

which may or may not be the same link

dawn crag
bitter sparrow
#

maybe sort by recent downloads?

#

most likely supporting a more recent version of bevy => more recent downloads

#

although that also prioritizes more commonly used crates ofc. but that could be a feature?

#

hm actually i see the jam page links to the CI template + bevy assets. ig that was changed?

prisma delta
#

That said, we should submit this template to Bevy Assets soon

#

And I've updated the initial message too πŸ™‚

bitter sparrow
#

unlikely to change in a meaningful way (before the jam) at this point so should be good to do that

bitter sparrow
#

cargo-cache upstream PR approved πŸŽ‰

#

that'll fix the build matrix jobs for linux and web sharing the same cache, forcing one of them to always fully recompile

prisma delta
lunar sail
prisma delta
fallen stag
#

do you guys have a way to show a loading screen while stuff is still popping in?

bitter sparrow
#

there is a loading screen yes, i haven't personally reviewed that code though

lunar sail
dawn crag
# dawn crag
poll_question_text

should this particular template be able to deploy to github pages?

victor_answer_votes

3

total_votes

4

victor_answer_id

1

victor_answer_text

yes

slender belfry
#

Approved. Will work on the readme stuff in like 2 hours until it is done. I wanna get the announcements out today πŸ™‚

bitter sparrow
#

hm, there's an issue with the cargo-cache change πŸ˜•

#

it's not fully broken, in fact it's still a slight improvement over the previous version as is so not too bad

#

the "workflow file hash" is an empty string, but the job name / matrix index are working properly

#

so the cache group looks like -test-0 instead of lkjsdfalsjkdf-test-0 or w/e

#

ok it's a silly mistake. good

slender belfry
#

I hope that does not require an immediate bump to v3. Idk how/if GitHub actions works with semver

bitter sparrow
#

i did a pass on the CI / CD doc

#

will make a PR for it (with broken images for now cause idk where to put the images πŸ˜„)

#

@unreal narwhal not sure if you wanted a ping for this part of the README but pinging just in case πŸ˜„

slender belfry
bitter sparrow
#

we'd also have to mention to delete docs/ when user clones the template, which is np

#

bevy repo does assets/branding and assets/docs, but i don't think we want that

#

i wonder if putting the "user files" in their own folder and having the top-level folder be the "template files" would make sense

#

where "user files" = assets, web, src, Cargo.toml, etc., and "template files" = README, LICENSE, doc images, etc.

#

not rn ofc :P

bitter sparrow
lunar sail
bitter sparrow
#

so i suppose one could just move the v2 and v2.0.0 tags then

lunar sail
hidden pond
#

Also I just realized a good way to test if this template works for Game Jams. At least I think.

prisma delta
bitter sparrow
#

confirmed that the fix works in bevy_quickstart release workflow

#

the windows build had a different workflow file hash than the linux, mac, and web builds o.O

#

files on windows being weird maybe? backslashes instead of slashes in file path?

#

if it's something like that it's probably fine, since we're splitting the cache key by ${{ runner.os }} already

#

known issue, "expected behavior" 😭 ok then

#

the Cargo.toml and Cargo.lock file hashes are also different on windows vs other OSes ofc, and always have been

slender belfry
#

@bitter sparrow I'm ready for the readme stuff now πŸ’ͺ
Approved all of your PRs. I have some suggestions, but I think it's best if I do them as a follow-up PR after merging them

#

Is it alright if I merge them all in?

bitter sparrow
slender belfry
#

I ❀️ automerge btw

bitter sparrow
#

real

slender belfry
#

@bitter sparrow I've got two small PRs ready for a review

bitter sparrow
#

afaic just needs readme images and it's good to announce

#

adding to bevy assets can happen after announce anyways

slender belfry
bitter sparrow
#

im gonna make a pr fixing the images / links in the docs

slender belfry
#

πŸ‘

bitter sparrow
slender belfry
#

thanks

#

very possible that there are other issues

#

that was not a pretty merge

bitter sparrow
#

auto merge ci later

slender belfry
#

I'll make a pass through both workflows

slender belfry
#

Alright, merge should be good now

bitter sparrow
#

checking

slender belfry
bitter sparrow
#

oh uh nope

#

idk what that is πŸ˜„

#

decreases size?

slender belfry
#

yep

#

it's like pngcrush but written in Rust

bitter sparrow
#

i know the gif compressor tool (gifski)

slender belfry
#

cargo binstall oxipng

bitter sparrow
#

ok ill update pr

slender belfry
bitter sparrow
#

it's OP

#

i used it for bevy jam simulator gifs

slender belfry
#

It looks like black magic to me πŸ‘€

#

How can it do that to GIFs?!?!?!

bitter sparrow
#

ikr. it's crazy

#

gifs become actually a viable format

#

oxipng -o 6 -s docs/*.png good?

#

50% smaller is impressive

#

updated pr

#

oh my linux repo's package manager has oxipng. even better (so i can keep it updated)

slender belfry
#

-o 6 is also -o max

bitter sparrow
#

icic

#

ill put my cpu to work and see if that makes a big difference

slender belfry
slender belfry
bitter sparrow
#

yep i'm seeing 3-5%. will update the PR anyways

#

updated

bitter sparrow
#

there might be a way around it via a git setting described in the issue, i haven't explored

lunar sail
#

Although the OS is at the start of our cache key anyway IIRC so it shouldn't matter for the cache

bitter sparrow
#

yup in practice it's fine

lunar sail
#

I dont think cargo could reuse compilations from other OSs

bitter sparrow
#

probably not.. maybe it would help for like cargo doc? idk

#

you're unlikely to have more than 1 job that calls cargo doc anyways :p

slender belfry
lunar sail
#

(Although I guess now cargo recommends not ignoring the lockfile even for libraries so that situation doesn't happen that often anymore)

slender belfry
#

Lel bavy

lunar sail
#

Maybe some cross pollination between the two could help
They seem to put more care to reduce the size of the cache which we currently do not

#

I also like their save-if option, only saving caches on the main branch could be important for huge repos like bevy

dawn crag
#

it also caches the cargo registry which is nice

slender belfry
#

Btw @bitter sparrow I love the editing you did on the readme after the hackmd

#

Like the change in headers to "Write your game", "Run your game", "Release your game"

#

That's brilliant πŸ˜„

bitter sparrow
#

thank you thank you πŸ’…

slender belfry
#

Also the way to compressed many of the instructions into single sentences

#

Like linking trunk serve directly to the trunk docs

#

that's pretty clever

bitter sparrow
#

πŸ˜„

#

yeah i wanted to make it look more approachable

#

while still including all the steps ofc

#

the collapsible <details> section suggested by @unreal narwhal is very cool, will have to use that more in my own readmes

slender belfry
#

I really really hate that mdlint disallows that by default

bitter sparrow
#

inline html is an intentional feature of markdown :p

#

warning about it does make sense tho

slender belfry
#

I could add an mdlint file to root to allow it, but I think that would be fairly useless to a user, so I'm not doing that

bitter sparrow
#

btw i deleted the itch.io release packages and started a release workflow, to update the filenames

bitter sparrow
#

im also double-checking caching behavior

#

the caches restored from the previous release's caches

#

because we changed Cargo.toml in between

#

(and they're using the same v0.1.0 tag so cache is shared)

#

so πŸ‘

slender belfry
#

Do we not always upload to GH releases?

bitter sparrow
#

it's enabled by default, but there's a flag to disable it

bitter sparrow
#

only the cargo.toml hash differs between the previous window release and the latest one

#

ignore me

#

i confused which release was latest and which was previous

#

also something i just noticed about itch.io

#

it's doing something with the filenames

#

on the github release they're all bevy_quickstart-os.zip format

#

downloaded from itch, the filenames are as shown in the screenshot

slender belfry
#

Not merging so I don't get conflicts πŸ˜›

bitter sparrow
#

ah ok

bitter sparrow
#

i suspect that itch.io is converting _ to - on non-mac platforms

slender belfry
#

The heck

bitter sparrow
#

not sure how else to explain it

slender belfry
#

On zips probably

#

macos is .dmg

bitter sparrow
#

hmm could be

#

i'll make a Bevy Jam 6 milestone issue to investigate πŸ˜„

slender belfry
#

I'd like to only recommend Avian as a physics engine because I think people will have an easier time working with it. The main reasons for using Rapier are performance, maturity, and some extra advanced features like joint motors. I don't think these are important enough for jams to point beginners to it.

bitter sparrow
#

i can see that

#

it's not meant only for jams, and also performance can help with audio issues on web

slender belfry
#

(Speaking as someone who has banged their head against nphysics / rapier since 5 years)

bitter sparrow
#

no i agree

#

ive had my gripes with rapier

#

im kinda on the fence about only recommending avian

slender belfry
bitter sparrow
#

they might not be complex but high-scale

slender belfry
#

Hmm, true

bitter sparrow
#

like last jam

slender belfry
#

Can I at least reorder them so that Avian is first?

bitter sparrow
#

no complaints there

slender belfry
bitter sparrow
#

i havent reviewed the last couple commits though

slender belfry
#

Agree with most of them. Fixing now.

bitter sparrow
#

ok

#

sorry if my review is annoying 😬

#

being a lil picky

slender belfry
#

If I did not want this level of quality review, I would have submitted a bigger PR πŸ˜›

#

Addressed everything

bitter sparrow
#

i'll see about dependi rq

slender belfry
bitter sparrow
#

i wonder if it's because i'm on vs code 1.89 instead of 1.91

#

i'll have to do a full system update to test that out though

slender belfry
#

But idk how VSCode extensions work

#

Ah wait

#
      "engines": {
        "vscode": "^1.87.0"
      }
#

So you should be seeing it πŸ‘€

#

Oh no, your nit bashed against my auto-merge πŸ˜„

bitter sparrow
bitter sparrow
bitter sparrow
#

i like trying to make the near-oneliners fit on one line, but it's hard to tell until after changes are pushed :p

slender belfry
#

@bitter sparrow I would like to get your opinion before I continue writing.

bitter sparrow
#

ok πŸ‘€

#

looks reasonable. i'd try and decrease the header levels by 1 somehow

slender belfry
bitter sparrow
#

i'm thinking maybe de-nest each pattern

slender belfry
bitter sparrow
#

so like ## Code structure

slender belfry
#

Ah, I see

#

That's fair, I'll try that

bitter sparrow
#

i'll be lenient on the PR adding the doc, as long as the high level makes sense

#

editing passes can optionally come after

#

also this doc is more of an optional read to use the template so it's not as critical

slender belfry
#

Note that I did not write about this being necessary on Windows since just last week someone found the issue in blake3 that caused recompiles and fixed it.

bitter sparrow
#

note + collapsible section is good

#

didn't know if that would render well

#

btw i'd be fine with announcing before the design doc is pushed

slender belfry
bitter sparrow
#

oh yeah for sure

slender belfry
#

πŸ‘

#

Do you want to do a cool gif in the meantime?

bitter sparrow
#

sure i can go for that

slender belfry
#

Show off the splash, the menu and the ducky moving around

#

I want to use that GIF for the Bevy Assets page ✨

bitter sparrow
#

i should make a GIF of the CI / CD tbh /j

slender belfry
#

πŸ˜„

hidden pond
#

BTW I might try out the Jam template for TriJam if I get the time this weekend.

slender belfry
#

That'd be really really cool πŸ˜„

bitter sparrow
#

yea, will be great to see people try it out, maybe create issues / etc

hidden pond
#

I mean it's a 3 hour Game Jam hosted every weekend. Figured it would be a good test to see what else might be needed to get things up and running.

#

I'm in that intermediate area that I know enough to get in trouble, but there's still a lot I don't know.

slender belfry
# bitter sparrow sure i can go for that

You could also submit it to the assets page when you're ready. For the description, I was thinking of

A great way to get started on a new game β€” especially for a game jam!
Includes a basic project structure and automated deployments to itch.io.
Brought to you by the Bevy Jam working group.

hidden pond
#

So I figure I'm a good target to test the template out.

bitter sparrow
#

i'm not going to use this template for bevy jam 5 πŸ˜„

hidden pond
#

It's nice and short, so I'm not spending too much time, 3 hours would be enough that it would probably reveal any shortcomes pretty fast. Where-as a longer Game Jam would both take longer...and any issues could just be worked over. It's in some ways a Microcosm of Bevy Jam.

bitter sparrow
#

but only because i have my own template that uses 3rd-party libraries and has a few more opinionated features

#

but the core is otherwise very similar. in part because i updated it recently

hidden pond
#

I too have my own template, but:

  1. This needs some testing and a quick Game Jam to reveal some rough edges would be nice.
  2. I don't actually know that much about the way the template is structured so I would be coming in with just slightly more knowledge than someone who is new to the template. And I happen to be in a good position for that.

Also TriJam is very sensitive to rough issues in your pipeline and failure to plan properly. If I can get something semi-decent in 3 hours with Bevy, we can more refine things.

bitter sparrow
#

yeah that would be a great test case

hidden pond
#

But yeah. sorry for derailing the convo a bit

bitter sparrow
#

im mostly watching stuff compile

hidden pond
#

(FWIW I also know what third party crates I'll be using, more or less, in addition to what is provided, as I imagine many people using the template will reach for third party crates to fill in some things. I also only have 3 hours, so additional crates are kinda...necessary in some areas)

bitter sparrow
#

hopefully using no 3rd-party crates in the template means that users can easily slot in their own deps

hidden pond
#

We will find out.

bitter sparrow
hidden pond
bitter sparrow
hidden pond
#

Now you gotta do it again 😩 😩 wearydrops

bitter sparrow
#

:wearydrops: is crazy

hidden pond
#

Is that a good thing or?

bitter sparrow
#

good thing

#

tbh this would be nice with the css spinner

hidden pond
#

You mean the CSS Throbber? /jk

bitter sparrow
#

never heard it called that lol

hidden pond
#

A throbber, also known as a loading icon, is an animated graphical control element used to show that a computer program is performing an action in the background (such as downloading content, conducting intensive calculations or communicating with an external device). In contrast to a progress bar, a throbber does not indicate how much of the ac...

#

πŸ˜›

#

But yeah.

slender belfry
#

Someone should probably sanity check that cargo-generate is still working

hidden pond
#

I will remove the link if you would like.

slender belfry
hidden pond
#

Alright. Just wanted to offer, if you change your mind let me know.

#

I'll also spoiler the other usages of the word as well if you really want.

slender belfry
#

Nooooo it's not serious, no worries

#

I just never thought of an icon being able to "throb" instead of spin πŸ˜„

#

If you really want to do me a favor, you could check cargo generate πŸ˜›

hidden pond
#

Sure. Let me clean up some harddrive space really quick

bitter sparrow
slender belfry
#

Doing a little break, brb

hidden pond
#

Cargo generate seems to be fine. There's a small issue with the itchio stuff where it gets formatted like:

#Comment this out to disable.# ITCH_TARGET: your-itch-username/shaboingus# The organization or author that owns the rights to the game. 
OWNER: 
#

But that should be fixable.

bitter sparrow
#

the gif

hidden pond
#

Beyond that little issue, cargo-generate works!

slender belfry
#

I just tried to fix it, but the tool keeps insisting on cutting away the newlines

#

heck!

hidden pond
#

It's the {%- something %-} specifically the dashes.

slender belfry
#

So if I do this

#

{% if itch_username != "" %}

#

It should work?

hidden pond
#

Yes, but it would leave a blank line in its place

#

The dash before removes whitespace before that, and the dash after does the same but after it. So if you remove the last dash I think the newline issue should be resolved.

slender belfry
#

Thanks, fixed it now

#

But I also get USE_GIT_LFS: falsejobs: due to the same kind of issue πŸ˜„

#

fixing that as well

bitter sparrow
#

was thinking to somehow mention that it's pure bevy, since that's the main differentiator

bitter sparrow
#
description = "A great way to get started on a new game β€” especially for a game jam! Start simple with a pure Bevy template."
slender belfry
bitter sparrow
#

i would agree but every template description says that at this point πŸ˜„

#

windows, mac, linux, web releases

#

well 4/6 of them

bitter sparrow
#

basic project structure kinda implied by "start simple ..."

#

weakly

slender belfry
bitter sparrow
#

Start simple with a semi-official pure Bevy template.
?

#

a lil wordy

slender belfry
#

Does this fit?

#

"by the Bevy Jam working group"

#

At the end

bitter sparrow
#

ill check how that looks

slender belfry
#

We could also drop the entire "A great way to get started on a new game β€” especially for a game jam!"

bitter sparrow
#

it already didnt fit

slender belfry
#

"Start simple with a pure Bevy template brought to you by the Bevy Jam working group"

slender belfry
#

That would fit

bitter sparrow
slender belfry
bitter sparrow
#

hooray

slender belfry
#

I'll also need to change the description of Foxtrot to point people towards bevy_quickstart

#

Don't want people to try using Foxtrot for jams πŸ‘€

bitter sparrow
#

is it not meant for jams? :p

#

it does seem pretty big

slender belfry
bitter sparrow
#

ahh, ok

slender belfry
#

I'm reordering widgets.rs to have pub stuff on top in this PR as that is what the design doc talks about

#

(And what a reader would care about)

bitter sparrow
#

hm, okay. personally i would also move trait Spawn into its own file, util/patch.rs, if this was my template

#

but we only have one patch

#

imo we should focus on getting w/e we need through that's blocking announcement

#

and more work can be done after the announcement / whenever ofc

bitter sparrow
slender belfry
bitter sparrow
slender belfry
bitter sparrow
#

usually with a link to an issue

slender belfry
#

@hidden pond would you mind going through cargo generate again but this time do the whole shebang, including releasing onto itch.io?

#

Would be very embarassing if that didn't work πŸ˜…

#

If you don't have time, I (or @bitter sparrow if they want) can do it as well

hidden pond
slender belfry
#

Mind creating one?

hidden pond
#

Sure, I'll have to do it tomorrow though as I'm about to head off to bed.

#

If that's alright.

slender belfry
#

No worries! Since we want to do the announcement soon, we'll just do it ourselves then πŸ™‚

#

Sleep well!

#

@bitter sparrow do you have time?

hidden pond
#

Sorry about not being able to help.

slender belfry
#

I would have no idea how google for my issue, haha

#

so you saved me a ton of time ❀️

bitter sparrow
slender belfry
#

πŸ˜„

unreal narwhal
#

I can ship something to itch if y'all need someone to

hidden pond
#

My pleasure. I actually tried to figure out why there was - in the commands when I was working on the template initially and it came up blank. I only found it when looking up how to remove random blank lines from generated files lol.

slender belfry
unreal narwhal
#

current cargo generate instructions results in you being on a branch called cargo-generate

#

maybe a git checkout -b main in the readme?

#

I haven't looked at what branches the ci scripts are checking yet

slender belfry
slender belfry
slender belfry
slender belfry
unreal narwhal
slender belfry
#

Good catch!

unreal narwhal
#

need to get that into my fingers

slender belfry
#

It worked though, haha

unreal narwhal
#

yeah thanks for the reminder

dawn crag
slender belfry
bitter sparrow
#

gonna make my crates brokenly depend on bevy 0.15 to take the top spot on the list

slender belfry
#

It looks like the ducky is walking on the black bar added by the design πŸ˜„

slender belfry
#

Yeah a bit

#

That's artistic direction cooltofu

bitter sparrow
#

me updating the spawn code to place ducky lower and re-recording gif:

bitter sparrow
unreal narwhal
#

you must provide a stand-in html file when choosing html on itch

#

I believe anyway. I'm going to run the release script soon to see if it fails

bitter sparrow
#

the behavior i'm expecting:

  • this error message exists before and after running the release workflow
  • have to go into project settings and mark the web build as "run in web" or w/e, and then it'll work
slender belfry
#

I'll add that documentation to my current PR as well as soon as @unreal narwhal reports back

#

Nearly done with the design doc btw

bitter sparrow
#

this specifically

unreal narwhal
#

will let y'all know when it finishes πŸ˜†

bitter sparrow
#

i'm predicting 15 minutes for a fresh windows build heh

unreal narwhal
#

I think it was 10 for the tests, so about right

#

assuming tests were nix

bitter sparrow
#

yea tests run on ubuntu-latest

slender belfry
#

Pretty happy with how it turned out πŸ™‚

#

Let me know if I missed something important

slender belfry
unreal narwhal
#

it feels easy to miss things in the github release section

slender belfry
unreal narwhal
# slender belfry Could you elaborate?

if you use cargo-generate you get to skip sections, and while I was doing the post-setup I had to find the "do a release" section in the main readme, then read through all of the release md skipping sections.

#

things like "the version must be a git tag'd commit that starts with v" are easy to miss

bitter sparrow
#

isn't cargo-generate the main flow? think i'm missing something

unreal narwhal
#

I was about to tag it without a v before I went to check because I've hit that problem in past lives

unreal narwhal
bitter sparrow
#

ah okay. that's true. i had the thought that maybe cargo generate shouldn't set any of those variables

#

if it's not going to set all of them and you have to look in that file anyways

slender belfry
#

If you name your itch.io project the same as your crate, you don't need to look in there

unreal narwhal
#

mine seem to have be set correctly

#

I didn't edit any of these

slender belfry
bitter sparrow
#

hm let me take a look at the release.yaml template rq

#

hm okay. technically the values we're populating it with may not be the values you want

#

like your itch.io username may not be what you want to set for OWNER

#

they're all reasonable defaults though

slender belfry
bitter sparrow
#

BINARY: {{crate_name}} is fine unless you use a src/bin/ folder, which the template does not by default, so that's fine

#

probably keeping the templating in there is reasonable. so docs should be clearer

unreal narwhal
#

yeah imo changing anything here is off the happy path

bitter sparrow
#

we could put this section last? ;P

unreal narwhal
#

yeah, any additional info can be deprioritized. details/summary or "at the end" or whatever

bitter sparrow
#

it also looks scary

unreal narwhal
#

its a lot of detail reading

slender belfry
#

On it

#

Added a bit of wording as well to make sure people don't name their project bevy-jam-5 and their itch page bubble-popper-deluxe and then get confused why it does not work

#

Ideally, I'd like to add an option to cargo-generate

#
Enter your itch.io page name. Leave blank to use the project name
#

That would only show up when you have also added an itch.io user name

#

But I'm too tired to implement that rn πŸ˜…

unreal narwhal
#

maacos failure

unreal narwhal
bitter sparrow
#

so the source file of the mv doesn't exist ig

#

what's your crate name?

unreal narwhal
bitter sparrow
#

hm i wonder if the binary has hyphens instead of underscores

unreal narwhal
#

doing a local build now to find out

slender belfry
#

Thanks for helping out @unreal narwhal πŸ™‚

bitter sparrow
#

it's possible the conversion from - to _ only applies to the crate name so it can be used as a dependency as use bevy_flock::etc

unreal narwhal
bitter sparrow
#

but not the binary name because there's technically no need

#

we set name = "{{project-name}} in Cargo.toml, so setting BINARY: {{project-name}} would be an easy fix if that's how it works

unreal narwhal
#

confirmed dash issue

#

cargo generate has snake-casing functions doesn't it?

bitter sparrow
slender belfry
#

@unreal narwhal could you manually set the BINARY variable in the release workflow to the kebab-cased-version and re-run the release?

slender belfry
unreal narwhal
#

macos build succeeded. just waiting on windows

slender belfry
unreal narwhal
bitter sparrow
unreal narwhal
bitter sparrow
#

oh ic what you mean

#

no, just one time ever

unreal narwhal
#

yes, every web zip that's uploaded

bitter sparrow
#

it uses itch.io "channels" so itch knows that the next release to the "web" channel is a new version of the same thing

unreal narwhal
#

big duck

#

but all seems to be working

slender belfry
#

Nice!

bitter sparrow
#

fantastic. so should be good once the final README pr is through explaining the missing steps

unreal narwhal
#

mac-native working too via download

slender belfry
unreal narwhal
#

would be nice to do signing and stuff for the next jam if it can be figured out

slender belfry
unreal narwhal
#

right now you have to do the right-click dance

bitter sparrow
#

and signing

#

(i use linux)

unreal narwhal
bitter sparrow
#

ah okay

slender belfry
#

The classic macOS experience

bitter sparrow
#

tbf it is malware

unreal narwhal
#

macos throws supa-scurry warnings when you try to open non-signed dmgs these days

#

so you have to right-click to bypass it

slender belfry
bitter sparrow
#

sketchier when no permissions are asked for

slender belfry
unreal narwhal
#

I imagine downloading random unsigned binaries is part of why wasm gets way more play in jams

slender belfry
#
@pyrious, @miniaczq, @chanku and I of the Bevy Jam working group have put together a nice little template for the jam: https://github.com/TheBevyFlock/bevy_quickstart
It includes a basic project structure and automated itch.io uploads. You can play it at https://the-bevy-flock.itch.io/bevy-quickstart

If you use it, let us know how it went! Feel free to open issues about anything that is unclear or missing.
bitter sparrow
#

Hello Bevy Jammers!

We at the #1258521739395203174 working group have finished preparing the Bevy Quickstart template for the upcoming jam. It's a simple pure-Bevy template so you can add your own 3rd-party dependencies on top.

#

i was typing 😑 /j

slender belfry
#

Huehuehue

unreal narwhal
#

when are y'all thinking of making the announcement?

slender belfry
#

Literally now

unreal narwhal
#

cool

slender belfry
#

@unreal narwhal give us your impartial opinion on which text to use

bitter sparrow
#

yeah timezone may not be great, but people should have time to check it out before the jam

slender belfry
#

I'll update the cargo-generate branch in the meantime

bitter sparrow
#

oh my msg is unfinished also πŸ˜„

slender belfry
#

Also: need to add the cool gif to the announcement

unreal narwhal
#

I would avoid value-judgements or words like "simple", "easy", etc

#

calling something simple and then a newer dev finding it not so simple will make that dev feel things that are not necessarily positive things

bitter sparrow
#

Hello Bevy Jammers!

@hidden pond, @agile dirge, @slender belfry and @bitter sparrow of the #1258521739395203174 working group have finished preparing the Bevy Quickstart template for the upcoming jam. It includes automated itch.io uploads (https://the-bevy-flock.itch.io/bevy-quickstart) and a project structure that we think will start you off on the right foot; plus it only depends on Bevy, so you can add your own 3rd-party dependencies on top.

If you try it out, let us know how it goes! Feel free to open an issue for anything that's unclear or missing.

slender belfry
slender belfry
#

And I think pinging the others for credit is nice πŸ™‚

#

But lgtm otherwise

#

@unreal narwhal would you replace "basic" with "guiding" or something like that?

bitter sparrow
#

mmm

#

it says "start simple with ..."

#

so maybe that's fine

#

not "this is a simple template"

#

ig still not great

unreal narwhal
slender belfry
unreal narwhal
#

It includes a suggested project structure

slender belfry
#

"An example project structure"?

unreal narwhal
#

it includes a project structure that we think will start you off on the right foot

bitter sparrow
#
-Start simple with a pure-Bevy template made by the Bevy Jam working group!
+Start fast with a pure-Bevy template made by the Bevy Jam working group!
slender belfry
#

Is a "Bevy Jammer" something like a cell phone jammer for Bevy? bigbrain

bitter sparrow
#

yes

unreal narwhal
#

bev jammin

bitter sparrow
slender belfry
bitter sparrow
#

🐸

slender belfry
unreal narwhal
slender belfry
#

Also post it to #crates, templates do get posted there even though they're technically not a crate

unreal narwhal
#

did the dashes fix make it into the repo? I wasn't watching closely enough

unreal narwhal
#

sweet

slender belfry
#

Pretty much 20 seconds after you reported them, hehe

unreal narwhal
#

hehe

#

speedy

bitter sparrow
#

er typo

#
Hello Bevy Jammers!

@chanku, @miniaczq, @janhohenheim and @pyrious of the #"0.14 Bevy Jam" working group have finished preparing the [Bevy Quickstart](https://github.com/TheBevyFlock/bevy_quickstart) template for the upcoming jam.

It includes automated itch.io uploads (https://the-bevy-flock.itch.io/bevy-quickstart) and a project structure that we think will start you off on the right foot; plus it only depends on Bevy, so you can add your own 3rd-party dependencies on top.

If you try it out, let us know how it goes! Feel free to open an issue for anything that's unclear or missing.
slender belfry
#

Add a newline before "It includes"

#

And don't forget the GIF πŸ˜„

bitter sparrow
#

ah yea

slender belfry
#

Looks good though!

#

@unreal narwhal what do you think?