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Commit 93322e8

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Newsletter 12: Add Library & Tooling items (rust-gamedev#227)
* Newsletter 12: Add Library & Tooling items * Newsletter 12: Fix some typos and add content about luminance. (rust-gamedev#3) Co-authored-by: Dimitri Sabadie <dimitri.sabadie@gmail.com>
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‎content/posts/newsletter-012/index.md

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@@ -660,6 +660,90 @@ about their experience of using Rust in games at [Gameroasters].
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## Library & Tooling Updates
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### [A Servo Browser Plugin for Unity][servo-unity-post]
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![Functional scheme](servo-unity.png)
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[Servo for Unity][servo-unity] is a Unity native plugin and a set
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of Unity C# script components allow third parties to incorporate
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Servo browser windows into Unity scenes.
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[A blog post about the project][servo-unity-post] gives a good
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overview of the project goals, capabilities, archtecture, challenges,
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and future development plans.
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[servo-unity]: https://github.com/MozillaReality/servo-unity
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[servo-unity-post]: https://blog.mozvr.com/a-browser-plugin-for-unity
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### [big-brain]
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[big-brain] by [Kat Marchán] is an [utility AI] library for games,
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built on the specs ECS.
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> It lets you define complex, intricate AI behaviors for your entities
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> based on their perception of the world.
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> Definitions are almost entirely data-driven, using plain .ron files,
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> and you only need to program considerations (entities that look at your game world),
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> and actions (entities that perform actual behaviors upon the world).
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> No other code is needed for actual AI behavior.
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[big-brain]: https://github.com/zkat/big-brain
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[Kat Marchán]: https://twitter.com/zkat__
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[utility AI]: https://en.wikipedia.org/wiki/Utility_system
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### [weasel] v0.8
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[weasel] by [@Trisfald] is a customizable battle system for turn-based games.
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This month [v0.8 was released][weasel-v0-8].
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Highlights include:
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- New event types
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- Inanimate objects
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- Status effects
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- Many new examples
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[weasel]: https://github.com/Trisfald/weasel
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[weasel-v0-8]: https://github.com/Trisfald/weasel/releases/tag/v0.8.0
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[@Trisfald]: https://github.com/Trisfald
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### [naia]
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[naia] (**n**etworking **a**rchitecture for **i**nteractive **a**pplications)
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is a cross-platform (currently WebAssembly & Linux) networking engine that intends
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to make multiplayer game development in Rust dead simple and lightning fast.
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> At the highest level, you register Event and Entity implementations
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> in a module shared by Client & Server.
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> Then, naia will facilitate sending/receiving those Events between Client & Server,
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> and also keep a pool of tracked Entities synced with each Client
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> for whom they are "in-scope".
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> Entities are "scoped" to Clients with whom they share the same Room,
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> as well as being sufficiently customizable to, for example,
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> only keep Entities persisted & synced while within a Client's viewport
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> or according to some other criteria.
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_Discussions:
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[/r/rust](https://reddit.com/r/rust/comments/hj2eey/naia)_
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[naia]: https://github.com/naia-rs/naia
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### [voronator]
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![Voronoi diagram example](voronator.png)
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[voronator] by [Felipe Santos] is ...
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a Rust port of the [d3-delaunay] and [delaunator] libraries
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that provides delaunay triangulation and Voronoi diagram generation.
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_Discussions:
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[/r/rust](https://reddit.com/r/rust/comments/hjbl0y/introducing_voronator)_
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[voronator]: https://github.com/fesoliveira014/voronator-rs
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[Felipe Santos]: https://twitter.com/fesoliveira0
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[d3-delaunay]: https://github.com/d3/d3-delaunay
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[delaunator]: https://github.com/mapbox/delaunator
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### [This Month in Mun][mun-july]
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[![Mun logo](mun-logo.png)][Mun]
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[nannou]: https://nannou.cc
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[wgpu-site]: https://wgpu.rs
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### [luminance v0.40][luminance-v0-40]
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![logo](luminance-logo.svg)
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[luminance] by [@phaazon] is a type-safe, type-level and stateless
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graphics framework.
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This month [luminance v0.40 got released][luminance-v0-40].
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Some of the highlights:
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- The complete backend/architecture redesign;
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- A new platform crate has appeared:
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[luminance-sdl2], which adds support for the sdl2 crate.
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- [luminance-webgl] and luminance-web-sys, to support the Web!
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- A [luminance-examples-web] crate is available to test with `yarn` easily.
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- [luminance-front], which is a front crate to ease working with luminance types.
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- The type system experience has been greatly improved. Most of the time,
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you will not have to annotate types anymore — like Program or Tess.
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- About `Tess`, a BIG update has landed, has it’s now heavily typed
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(vertex type, index type, vertex instance data type, memory interleaving type).
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- More render states features, such as the possibility to enable or disable
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depth writes, separate RGB/alpha blending, etc. etc.
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- Also, the [luminance book][luminance-book] got updated.
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A complete changes list and a migration guide can be found
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[in the CHANGELOG][luminance-v0-40-changelog].
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luminance-0.41 got released a few days after to fix some type design problems with
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the gates, and to enhance the error flow in graphics pipelines, revisited to be more
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flexible and seamless.
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Also, check out the
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["The compile-time deinterleaving interface"][luminance-typesafe-deinterleaving]
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blog post that delves deep into this new feature.
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_Discussions:
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[/r/rust](https://reddit.com/r/rust/comments/hsgfav/the_new_luminance_is_there)_
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[@phaazon]: https://twitter.com/phaazon_
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[luminance]: https://github.com/phaazon/luminance-rs
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[luminance-v0-40-changelog]: https://github.com/phaazon/luminance-rs/blob/master/luminance/CHANGELOG.md#040
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[luminance-v0-40]: https://phaazon.net/blog/luminance-0.40
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[luminance-front]: https://crates.io/crates/luminance-front
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[luminance-typesafe-deinterleaving]: https://phaazon.net/blog/typesafe-deinterleaving
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[luminance-webgl]: https://crates.io/crates/luminance-webgl
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[luminance-examples-web]: https://github.com/phaazon/luminance-rs/tree/master/luminance-examples-web
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[luminance-sdl2]: https://crates.io/crates/luminance-sdl2
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[luminance-book]: https://rust-tutorials.github.io/learn-luminance/
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### [Graphene][graphene] - Vulkan Render Graph
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![execution flow example](graphene.png)
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