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Commit 8d8f9f8

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[N24] The Process and godot_egui (rust-gamedev#727)
Co-authored-by: Setzer22 <jsanchezfsms@gmail.com> Co-authored-by: Joe Clay <27cupsofcoffee@gmail.com>
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‎content/news/024/godot_egui.gif

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‎content/news/024/index.md

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[@nikl_me]: https://twitter.com/nikl_me
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[wicked_potions_repo]: https://github.com/NiklasEi/wicked_potions
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### [The Process]
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![Showcase image for the new inventory UI in The Process](the_process.gif)
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_The godot_egui backend powering a new inventory UI for The Process_
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[The Process] by @setzer22 is an upcoming game about factory building,
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process management, and carrot production,
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built with Rust using the Godot game engine!
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Continuing with last month's migration of old GDScript code to ECS in Rust, this
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month's main focus has been on porting the GUI code. This has resulted in
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the birth of a Godot integration for [egui](https://docs.rs/egui/) that now
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powers the game's interface.
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This month has seen the following changes and improvements:
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- Finished migration of character controller code to ECS style. Now with [300%
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more jumps!](https://twitter.com/PlayTheProcess/status/1413081233396011012)
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- Implemented [better ambient
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lighting](https://twitter.com/PlayTheProcess/status/1413943539160031246) and
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enable using different skies for radiance and display. This required a [forked
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godot version](https://github.com/setzer22/godot/tree/feature/cosmetic_sky).
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- Implement a [new inventory and
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toolbar](https://twitter.com/PlayTheProcess/status/1417774452012724226)
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interface using egui.
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- Integrated the [puffin
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profiler](https://twitter.com/PlayTheProcess/status/1420277428199559174) into
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the game using the godot_egui integration.
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[The Process]: https://twitter.com/PlayTheProcess
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### [Robo Instructus: 2 Years Old][robo-year]
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![game logo + OS logos](robo-os.jpg)
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[Throne]: https://github.com/t-mw/throne
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[playground]: https://t-mw.github.io/throne-playground/
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### [godot_egui]
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![godot_egui](godot_egui.gif)
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[godot_egui] is an integration of the [egui](https://github.com/emilk/egui)
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crate for the Godot engine using Rust, enabling highly dynamic and performant
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user interfaces in an immediate-mode style in Godot.
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Godot has a great GUI system, so why use `godot_egui` instead? A more in-depth
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rationale can be found in the crate's README, but the main reason is to provide
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a GUI system for godot-rust games that is closer to Rust's data driven
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philosophy.
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Unlike other egui integrations, `godot_egui` has the special feature of being
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embedded as a custom Godot scene tree node. This effectively allows combining
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Godot's retained mode UI and container-based placement with the simplicity of
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immediate-mode style GUI code of `egui`, getting the best of both worlds.
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The [github repository](https://github.com/setzer22/godot-egui) has an example
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project and usage instructions to get you started with immediate-mode GUI
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programming with Godot and Rust!
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[godot_egui]: https://docs.rs/godot_egui/
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## Popular Workgroup Issues in Github
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<!-- Up to 10 links to interesting issues -->

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