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@@ -67,6 +67,82 @@ If needed, a section can be split into subsections with a "------" delimiter.
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## Game Updates
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### Cootsmania
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![Cootsmania gameplay](cootsmania-gameplay.jpg)
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[Cootsmania] ([GitHub][coots-github])
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is a multiplayer racing game made for [Ludwig Jam 2023][ludwig-jam] in 10 days
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by [@kuviman] (programming), [@rincs] (art), and [@Brainoid] (music & sfx).
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The game is about racing other players around Ludwig's house
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towards the next Coots (Ludwig's cat) location.
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Every round half of the players get eliminated and eventually winner is decided.
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[See trailer on YouTube][coots-trailer].
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The game is written using a custom engine: [Geng][geng].
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[Cootsmania]: https://kuviman.itch.io/cootsmania
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[ludwig-jam]: https://itch.io/jam/ludwig-2023
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[coots-github]: https://github.com/kuviman/cootsmania
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[coots-trailer]: https://youtu.be/N0bQDZTDr2Y
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[geng]: https://github.com/kuviman/geng
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[@kuviman]: https://github.com/kuviman
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[@rincs]: https://rincsart.com
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[@Brainoid]: https://twitter.com/brainoidgames
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### [Tunnet][tunnet-itch]
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![Tunnet preview](tunnet.jpg)
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_Tunnels and computer networks_
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Tunnet ([Steam][tunnet-steam], [Itch.io][tunnet-itch]) by
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[@puzzled\_squid][puzzled_squid] is a small puzzle/exploration game where you
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play as a robot technician who has been tasked with building a computer network
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in an underground complex.
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The project is implemented using the Bevy engine. It is currently under
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development and is expected to be released later this year.
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This month, the announcement trailer and the first few pages of the manual have
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been published on the [project page][tunnet-itch].
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[tunnet-itch]: https://puzzled-squid.itch.io/tunnet
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[tunnet-steam]: https://store.steampowered.com/app/2286390/Tunnet
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[puzzled_squid]: https://puzzledsquid.xyz
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### [Open Combat][OpenCombat_website]
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![Debug window: terrain tiles, units, and paths](open_combat.png)
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_Game now includes live debug window_
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Open Combat ([Website][OpenCombat_website], [GitHub][OpenCombat_github],
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[Discord][OpenCombat_discord]) is a real time tactical game
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which takes place during the 2nd World War.
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Some major changes this month :
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- A live debug window has been introduced (using [egui][egui_github]
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and its [ggegui][ggegui_github] integration). It allows to live-modify and
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adjust the gameplay of the running game.
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- A big source code split has been done (see [the merge request][OpenCombat_split_mr])
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which separated the game logic and GUI.
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It allows running the game logic as a standalone server
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and working on different game parts more easily.
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- Integration of [puffin][puffin_github] to inspect performances
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The developers are also working on high-definition infantry sprites integration
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and on a high-definition map (and are searching for graphic
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designer help!).
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[OpenCombat_website]: https://opencombat.bux.fr/
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[OpenCombat_github]: https://github.com/buxx/OpenCombat
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[OpenCombat_discord]: https://discord.gg/6P2vtFh2Px
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[OpenCombat_split_mr]: https://github.com/buxx/OpenCombat/pull/104
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[egui_github]: https://github.com/emilk/egui
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[ggegui_github]: https://github.com/NemuiSen/ggegui
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[puffin_github]: https://github.com/EmbarkStudios/puffin
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### [Tiny Glade]
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![tiny_glade_sheep_umbrella](tiny_glade_sheep_umbrella.gif)
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[gd-pulse]: https://github.com/godot-rust/gdextension/pulse/monthly
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[gd-24]: https://github.com/godot-rust/gdextension/issues/24
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### [Blue Engine][be-github]
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![blue_engine egui-plugin demo: color picker](blue_engine_egui_plugin_update.png)
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[Blue Engine][be-github] by [@ElhamAryanpur] is an easy to use, extendable, and
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portable graphics engine built to make it easier to render 2D or 3D graphics.
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Although the month of Febuary was slow for the development of the engine, there
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have been significant efforts towards addition of [documentation][be-docs] and the
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eventual release of the next version. In the meantime, the plugins have favored significant
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updates and development in the month, notably the [egui][be-egui] plugin.
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Now the [egui plugin][be-egui] allow you to render objects of the engine direction
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inside an egui window. This feature was built in collaboration with [@Noswad].
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This also introduced a new option in Objects: `is_visible: bool`
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which hides an object
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from getting rendered if set to false (set to `true` as default). This allows
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you to hide an object from getting rendered on the background of egui, and can then
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add it to be rendered inside an egui window instead. So far the system on the second
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design, suggestions are welcome to cement a better design. Refer to [example][be-egui-example].
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[be-github]: https://github.com/AryanpurTech/BlueEngine
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[be-egui]: https://github.com/AryanpurTech/BlueEngineEGUI
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[be-egui-example]: https://github.com/AryanpurTech/BlueEngineEGUI/blob/master/examples/custom_3d.rs
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[be-docs]: https://docs.rs/blue_engine
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[@ElhamAryanpur]: https://github.com/ElhamAryanpur
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[@Noswad]: https://github.com/TheNoswad
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## Learning Material Updates
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### [Write a First Person Game in 2KB with Rust][firstperson-wasm4]
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## Library Updates
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### [hexx]
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![2D example with various groups of tiles highlighted](hexx.jpeg)
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[hexx] is a hexagonal tools library made by [@ManevilleF]:
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- Manipulate hexagonal coordinates, draw rings, lines, wedges, etc.
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- Generate hexagonal grids, with conversion between your world
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and the hexagonal coordinates system.
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- Compute 3d meshes for your hexagons.
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It's engine-agnostic, but was made with [bevy] integration in mind
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and provides 2D and 3D [examples][hexx-examples].
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_Discussions: [Twitter](https://twitter.com/ManevilleF/status/1625159292490854400)_
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[hexx]: https://github.com/ManevilleF/hexx
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[bevy]: https://github.com/bevyengine/bevy
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[@ManevilleF]: https://linktr.ee/ManevilleF
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[hexx-examples]: https://github.com/ManevilleF/hexx/tree/main/examples
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### [nanoshredder]
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![nanoshredder demo: windows with shader code and result behind](nanoshredder.gif)
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_macroquad's shadertoy example with metal/glsl preview_
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[Nanoshredder] is an experimental fork of
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[makepad's shader-compiler][makepad-shader-compiler].
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It compiles rust-like DSL into GLSL, Metal and HLSL.
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This month it got a little [web demo]:
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[macroquad's shadertoy][macroquad-shadertoy], a live editor with
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generated Metal/GLSL preview.
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[nanoshredder]: https://github.com/not-fl3/nanoshredder
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[makepad-shader-compiler]: https://github.com/makepad/makepad/tree/master/platform/shader_compiler
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[web demo]: https://not-fl3.github.io/miniquad-samples/shadertoy_cross.html
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[macroquad-shadertoy]: https://github.com/not-fl3/macroquad/blob/master/examples/shadertoy.rs
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## Popular Workgroup Issues in Github
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<!-- Up to 10 links to interesting issues -->

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