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Release N52 (#1542)
Co-authored-by: Forest Anderson <[email protected]>
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Diff for: content/news/052/index.md

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title = "This Month in Rust GameDev #52 - June 2024"
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transparent = true
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date = 2024-07-03
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<!-- no toc -->
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- [Interviews](#interviews)
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- [Blog Posts](#blog-posts)
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- [Jobs](#jobs)
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- [Misc. Links](#misc-links)
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- [Engine Newsletters](#engine-newsletters)
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- [Future News](#future-news)
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<!--
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### [Untitled Pixel Wizards Game][pixel-wizards]
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{{ embed_video(type="video/mp4", src="untitled-pixel-wizards-game.mp4",
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caption="Enemies now perceive, pursue and attack.. and occasionally get burned to death.") }}
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{{ embed_video(type="video/mp4", src="untitled-pixel-wizards-game.mp4") }}
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*Enemies now perceive, pursue, and attack... and occasionally get burned to death.*
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[Untitled Pixel Wizards Game][pixel-wizards] is a local-multiplayer [Noita]-like platformer about
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killing baddies using spells powered by pixel physics. This month was focused on juicing up said baddies:
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### [Gunbug][gunbug]
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[![Gunbugs shooting at a bunch of eggplants](gunbug.jpg)][gunbug]
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_Gunbugs shooting at a bunch of eggplants_
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[![Gunbugs shooting at a bunch of eggplants](gunbug.jpg)][gunbug]
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*Gunbugs shooting at a bunch of eggplants*
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Gunbug is a 2D online co-op horde survival shoot'em up game.
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[bevy_kira_audio] for audio, and [renet] for networking.
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The iOS and macOS versions are built with [xbuild].
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You can wishlist the game on [Steam][gunbug]. Playtests start in the upcomingv months.
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You can wishlist the game on [Steam][gunbug]. Playtests start in the upcoming months.
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iOS and Android builds already work, but store pages don't exist yet.
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[gunbug]: https://store.steampowered.com/app/2946990?utm_source=this_month_in_rust
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### [Bevy 0.14 Release Candidate][bevy-0.14-rc]
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![Sharp Screen-Space Reflections in Bevy 0.14](ssr.jpg)
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_Sharp Screen-Space Reflections in Bevy 0.14_
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![Sharp Screen-Space Reflections in Bevy 0.14](ssr.jpg)
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*Sharp Screen-Space Reflections in Bevy 0.14*
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The Bevy game engine is gearing up to release version 0.14.
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The (probably) last release candidate is out now and ready for testing.
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## Tooling Updates
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### [Rusty Playdate]
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### [Rusty Playdate 0.5][Rusty Playdate]
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![The Playdate console](../051/playdate.png)
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_The Playdate console_
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![The Playdate console](../051/playdate.png)
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*The Playdate console*
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[Rusty Playdate] ([GitHub][Rusty Playdate], [Mastodon][Rusty Playdate Masto]) by [@boozook](https://github.com/boozook)
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is the large set of crates with bindings, toolset for the full cycle of creating games for the [Playdate handheld console][playdate].
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is a large set of crates and tools for the full cycle of creating games for the [Playdate handheld console][playdate].
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Big part of the Rusty Playdate project is the `cargo-playdate` tool ([Crates.io][cargo-playdate crates-io], [GitHub][cargo-playdate gh])
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that helps to build games for [Playdate] hardware or a simulator. It works as a cargo-plugin as well as standalone.
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The tool
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- manages the compilation of your program,
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A big part of the Rusty Playdate project is the [`cargo-playdate`][cargo-playdate gh] tool that functions as a build system.
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It works as a cargo-plugin as well as a standalone, and does several things:
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- It manages the compilation of your program,
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- builds assets for the crate and its dependencies,
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- generates a manifest,
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- and assembles it all into a bundle that runs on the device or a simulator.
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In this month `cargo-playdate` v0.5 has been [released][Rusty Playdate Release] and received massive refactoring, bugfixes and new features:
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- support of [cargo's auto-targets][cargo-target-auto-discovery] _(targets such as `bin` or `example` that aren't declared in the Cargo.toml)_
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- [target-specific package-info][pdb-pdxinfo-override] inheritance from the main package-info
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- `package.metadata.playdate.options` inheritance from the `workspace.metadata`
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- incremental builds now work as expected - fixed an old problem where the tool corrupts cargo's cache, which triggered full rebuild
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- support for [cargo's auto-targets][cargo-target-auto-discovery], i.e. targets such as `bin` or `example` that aren't declared in the Cargo.toml
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- [target-specific package-info][pdb-pdxinfo-override] is inherited from the main package-info
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- `package.metadata.playdate.options` is inherited from the `workspace.metadata`
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- incremental builds now work as expected
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The register decoder in the [`pd-symbolize-crashlog`][playdate-symbolize-v0.2.0] was also updated.
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It now properly decodes all available registers such as
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[playdate-symbolize-v0.2.0]: https://crates.io/crates/playdate-symbolize/0.2.0
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[cargo-target-auto-discovery]: https://doc.rust-lang.org/cargo/reference/cargo-targets.html#target-auto-discovery
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[cargo-playdate crates-io]: https://crates.io/crates/cargo-playdate
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[pdb-pdxinfo-override]: https://github.com/boozook/playdate/blob/main/support/build/README.md#target-specific-package-info "More about target-specific package-info"
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[cargo-playdate gh]: https://github.com/boozook/playdate/tree/main/cargo "cargo-playdate tool is a part of 'Rusty Playdate' project"
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[Rusty Playdate Release]: https://github.com/boozook/playdate/releases/tag/2024.06.18 "Release from June 18, 2024"
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### [egui_ratatui][egui_ratatui]
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![egui_ratatui running in Bevy](egui_ratatui.jpg)
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_egui_ratatui running in Bevy_
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*egui_ratatui running in Bevy*
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[egui_ratatui][egui_ratatui] by [gold-silver-copper][gold] is an [egui][egui] widget that is also a [ratatui][ratatui] backend.
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It allows you to create Terminal User Interfaces (TUIs) inside egui.
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### [Bevy Lunex][bevy-lunex]
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![Bevypunk: a recreation of Cyberpunk 2077's UI made with Lunex](bevypunk.jpg)
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_Bevypunk: a recreation of Cyberpunk 2077's UI made with Lunex_
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![Bevypunk: a recreation of Cyberpunk 2077's UI made with Lunex](bevypunk.jpg)
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*Bevypunk: a recreation of Cyberpunk 2077's UI made with Lunex*
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Lunex is a path based retained layout engine for Bevy entities, built around vanilla Bevy ECS.
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### [haalka]
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{{ embed_video(type="video/mp4", src="haalka.mp4", caption="A Minecraft-like UI made with haalka") }}
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{{ embed_video(type="video/mp4", src="haalka.mp4") }}
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*A Minecraft-like UI made with haalka*
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হালকা: _in bengali, haalka means "light" (e.g. not heavy) and can also be used to mean "easy"_
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### [bevy_light_2d][bevy_light_2d]
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![A candle shining 2D light](bevy_light_2d.gif)
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![A candle shining 2D light](bevy_light_2d.gif)
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_A candle shining 2D light_
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bevy_light_2d is a new general purpose 2D lighting for the Bevy game engine.
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Designed to be simple to use, yet expressive enough to fit a variety of needs. Features include
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Designed to be simple to use, yet expressive enough to fit a variety of needs. Features include:
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- Component driven design
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- Configurable point lights
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- Camera specific ambient light
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- Single camera rendering
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- Camera-specific ambient light
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- Single-camera rendering
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[bevy_light_2d]: https://github.com/jgayfer/bevy_light_2d
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### [bevy_hanabi][bevy_hanabi] 0.11
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![Trails in Hanabi](bevy_hanabi_trails.gif)
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![Trails in Hanabi](bevy_hanabi_trails.gif)
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_Trails in Hanabi_
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Hanabi is a GPU particle system plugin for the Bevy game engine.
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### [berdicles][berdicles]
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![A fountain of particles](berdicles.jpg)
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![A fountain of particles](berdicles.jpg)
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_A fountain of particles_
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berdicles is an expressive CPU particle system for the Bevy engine. Features include:
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### [Metalmancy @ OpenSauce][metalmancy_interview]
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![image/GIF description](metalmancy_interview.jpg)
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![image/GIF description](metalmancy_interview.jpg)
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_Arcade cabinet close up_
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[Metalmancy][metalmancy_website] are creating custom and configurable arcade machines. Their flagship game [Thetawave] is coded in Rust.
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### [Tiny Glade Developers Discuss Bevy, Proceduralism, Publishers & Cozy Games][tiny-glade-interview]
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![An idyllic scenery made in Tidy Glade](tiny-glade.jpg)
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![An idyllic scenery made in Tidy Glade](tiny-glade.jpg)
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_An idyllic scenery made in Tidy Glade_
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To celebrate the release of Tiny Glade's [demo version][tiny-glade-steam], Pounce Light's Anastasia Opara and
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### [Dioxus Labs + "High-level Rust"][dioxus-post]
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This post by the founder of [Dioxus Labs][dioxus-labs] is a direct response to
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[This post][dioxus-post] by the founder of [Dioxus Labs][dioxus-labs] is a direct response to
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the recently published ["Leaving Rust gamedev after 3 years"][leaving-post] by LogLogGames.
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If you've missed the original post, it has made its rounds as a well-written critique of Rust's gamedev ecosystem and shortcomings
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inherent to the language itself.
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### Virtual Geometry in Bevy 0.14
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![The Stanford bunny split into meshlets](meshlets.jpg)
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![The Stanford bunny split into meshlets](meshlets.jpg)
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_The Stanford bunny split into meshlets_
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Ever wondered how [Unreal 5's Nanite][nanite] works under the hood?
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Ever wondered how [Unreal 5's Nanite][nanite] works under the hood?
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Jasmine, who reimplemented the virtual geometry technology for Bevy's upcoming 0.14 release,
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wrote a [post][meshlets-post] explaining the concepts and the nitty-gritty details of the implementation.
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The post is very technical in nature, so if you've never heard of this technology before,
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[ubisoft-job]: https://www.ubisoft.com/en-us/company/careers/search/743999993500090-programmer-online-unannounced-project
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## Misc. Links
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### Notable GDC talks
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- [Larian Cinematics: A Top-Down Look at Our Bottom-Up Approach in 'Baldur's Gate 3'](https://www.youtube.com/watch?v=MdmY9Mt-vz8&t)
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- ['Valheim': Vikings, Roadmaps & Buying a Horse During Early Access](https://www.youtube.com/watch?v=YoOCUpdYYm4)
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## Engine Newsletters
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- This Week In Bevy
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- [Tiny Glade, VJ performances, and 2d lighting](https://thisweekinbevy.com/issue/2024-06-03-tiny-glade-vj-performances-and-2d-lighting)
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- This Week In Quads
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- [`blocking_event_loop` on ios opengl/metal, Docker article, and libxkbcommon on NixOS](https://macroquad.rs/twiq/week5/)
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## Future news
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## Future News
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<!-- Section to get more people involved in writing news. -->
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input,
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a.btn,
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// Trick to increase the specificity and win against rules such as a:visited
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video {
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