Started working on my entry. I've got a pretty good game idea down, and I'm very motivated because this'll be a good test of my wip UI crate. Wrote the basic stuff, readmes, licenses, buildscripts and a simple main menu tonight. Next up: the game. Before that though, sleep.

Added a way to use custom spritesheets into the UI crate, wrote some base code for the systems. Overall not a super productive day, but I'm still processing the mechanics a bit.

Not much to see, but here's a video anyway:

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Some progress tonight. Added a lot of stuff behind the scenes (UI crate is getting lots of functionality updates :happyfelix: ), and implemented location spawning and selections. Next up, connections between locations and inspection UI.

@icefox I'm making a minimalist* UI crate, using glutin and rusttype. I'm designing the API based on imgui concepts. Currently it can mostly just make buttons on the screen, but it's definitely wip.

*Well, as minimalist as you can get while still providing a robust cross-platform experience. Glutin and rusttype definitely aren't the lightest crates, but they do their job really well, and work out of the box on win/mac/linux and even the BSDs afaik.

@neon I don't suppose I could convince you to use gfx-rs instead? :-/ Or at least make a pluggable backend so I can write a gfx-rs renderer for your gui library and make it interoperate with ggez?

@icefox I'd rather use OpenGL, since one of my goals was minimizing dependencies. That said, I don't think it'd be much work to switch out the backend, as it's contained in two modules with relatively little public-facing API.

I wouldn't try doing such a thing yet though, since the crate is definitely in "every commit changes the api" territory and doesn't have much utility yet.

What do you mean by interoperate with ggez?

Don't think I'm going to make it in time for , but I'll definitely keep on working on my project. It works as a good real-world test for my UI crate. Got this far (about 40% of my original to-do list):

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