stumpychubbins
u/stumpychubbins

This is a place to stay up to date on Bevy news, share your Bevy games or plugins, and discuss Bevy topics.

This is a place to stay up to date on Bevy news, share your Bevy games or plugins, and discuss Bevy topics.
Hey, want to see a magic trick? (explanation in post)
Yes and no. So yes, that istechnically not possible, but you can fake it. The easiest way would be to have an additional camera that renders to the overlay (so 3 cameras in total, one for the main window and two for the overlay). You can give that camera the sameSubCameraView as the main window, but also give it aViewport with the same dimensions as theSubCameraView. That would clip anything rendered to it to the bounds of the window, but the result would be rendered to the overlay and therefore in front of any elements like the fox.

Welcome. Welcome to r/HalfLife. You have chosen, or have been chosen to subscribe to our subreddit. It's safer here.You've come to the right place to discuss Half-Life.

Welcome. Welcome to r/HalfLife. You have chosen, or have been chosen to subscribe to our subreddit. It's safer here.You've come to the right place to discuss Half-Life.
im losing my mind over hlx
If HLX is a VR exclusive like Alyx I’ll be pretty damn upset tbh, I feel like the ideal move from my perspective would be "VR is the definitive experience but you can play it without it"

This is a place to stay up to date on Bevy news, share your Bevy games or plugins, and discuss Bevy topics.

This is a place to stay up to date on Bevy news, share your Bevy games or plugins, and discuss Bevy topics.
Hey, want to see a magic trick? (explanation in post)
Yeah if you were going to do this in a game you’d just fake the WM but for my usecase (which is more of a visual art thing) the entire point is that I didn’t want to fake the window decorations, I wanted to use the actual decorations

This is a place to stay up to date on Bevy news, share your Bevy games or plugins, and discuss Bevy topics.

This is a place to stay up to date on Bevy news, share your Bevy games or plugins, and discuss Bevy topics.
Hey, want to see a magic trick? (explanation in post)
So interaction between windows is something I really want to work, but I’m still figuring it out - there are some ways to get the position of a window on wayland nowadays (unsure about setting) but I don’t think they’re exposed in bevy yet. You can get the position on X11 but then you don’t get the syncing when you move the windows afaik. For now I’m going to work with these limitations rather than spend too much time trying to perfect it

This is a place to stay up to date on Bevy news, share your Bevy games or plugins, and discuss Bevy topics.

This is a place to stay up to date on Bevy news, share your Bevy games or plugins, and discuss Bevy topics.
Hey, want to see a magic trick? (explanation in post)
Unfortunately that doesn’t work on Wayland, since there’s no way to get a window's position, and it also means if the window moves then the layers don’t move in tandem, ruining the illusion. Even in environments that let you move windows manually (e.g x11) it'll only move when you finish dragging it. I don’t show it here, but you can move the two windows together and they stay perfectly in sync.

This is a place to stay up to date on Bevy news, share your Bevy games or plugins, and discuss Bevy topics.

A place for all things related to the Rust programming language—an open-source systems language that emphasizes performance, reliability, and productivity.
A place for all things related to the Rust programming language—an open-source systems language that emphasizes performance, reliability, and productivity.
If you could automate one step of your debugging flow, what would it be?
I wouldlove if there was a one-click way to disassemble a function. Right now my workflow is: make a monomorphised version of the function annotated with#[unsafe(no_mangle)], addcdylib to the lib types, then usecargo disasm with the relevant function name. I rarely wantcdylib to actually be an output type of my crate, so I then have to remove that and the monomorphised version of the function afterwards. It would be good to have a workflow like adding a macrodisasm!(foo::<a, b>) which shows me the disassembly (potentially with LSP integration), doing all the busywork under the hood. I don't mind a small modification to the source, it's similar to addingdbg! calls, I just want it to be more ergonomic than my current workflow.
A place for all things related to the Rust programming language—an open-source systems language that emphasizes performance, reliability, and productivity.
A place for all things related to the Rust programming language—an open-source systems language that emphasizes performance, reliability, and productivity.
Initialising a wgpu context from a Wayland subsurface
Update: I got it working. I got Winit to use the popup API instead of the Window API if a parent is set, and set the XdgPositioner attributes appropriately




