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# Newsletter 24: July 2021
**Editors**: @17cupsofcoffee, @AngelOnFira, and @ozkriff
Another month has gone by, so it's time to put together the Rust Gamedev newsletter for July! *(hey that k…
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## What problem does this solve or what need does it fill?
This would be a nice easy to use tracker for the big game engine areas assets, ui, editor, rendering stuff.
## What solution would you …
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Bevy should have PBR shaders, probably based on the Filament docs: https://google.github.io/filament/Filament.html
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There have been a string of regressions lately ([1](https://github.com/magefree/mage/issues/6695), [2](https://github.com/magefree/mage/issues/6870), [3](https://github.com/magefree/mage/issues/6872))…
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I'm a new user of the rust language and I didn't know the functions to convert between angles and radians existed on the math primitives while trying to use the bevy engine which is using glam's types…
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### Note from the editor:
Hey everyone! We're starting to change out the lead editor of the newsletter each month, so that the workload isn't so much each month. This month, it's me! I'm Forest…
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I've got a simple layout where the margins in a flex box seem to be working incorrectly:
```rust
use raui::prelude::*;
use raui_quick_start::RauiQuickStartBuilder;
fn main() {
RauiQuickSt…
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The documentation is sparse, and in my opinion it should be a pretty high priority. Especially with new users coming in, thorough documentation is very important.
I would love to help contribute and …
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It has come to really overhaul `bevy_tilemap` to be the generics that I wanted it originally to be. This will also create the pieces needed to create `tilemap2d` and `tilemap3d`. What the whole goal o…
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For later stages of engine development a crate to handle projects over multiple devs in sync would be useful for managing and collaboration. Keeping it seperate from bevy_editor might improve maintain…