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content/news/043/index.md

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@@ -160,6 +160,39 @@ Read more in their latest [Steam blogpost].
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[terrain editing]: https://store.steampowered.com/news/app/2198150/view/3651890488940565185
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[Steam blogpost]: https://store.steampowered.com/news/app/2198150/view/3669907614196390626
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### [Cargo Space]
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![Screenshot of Cargo Space](cargo-space-physics.png)
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[Cargo Space] ([Discord][cargospace_discord]) by
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[@johanhelsing][johanhelsing_mastodon] is a co-op 2d space game where you build
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a ship and fly it through space looking for new parts, fighting pirates and the
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environment.
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The game uses its own homemade XPBD-based physics engine implemented directly
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using [Bevy] systems and types. This month the implementation was fleshed out
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adding important features such as collision layers, composite colliders, one-way
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platforms and an efficient collision broadphase.
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In other words, this means ship-to-ship collisions a are finally happening. This
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was previously tricky, since ships are a combination of box colliders when
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colliding with each other and bevy_ecs_tilemap colliders (when colliding with
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the player).
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One part of the broadphase implementation was split out into a new crate,
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[bevy_sparse_grid_2d]. It provides a simple and convenient way to query for
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entities that share one or more grid cells based on their axis aligned bounding
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box (AABB).
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Read more about Cargo Space's physics in [the long and detailed blog
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post][cargospace_devlog_5].
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[Cargo Space]: https://helsing.studio/cargospace
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[cargospace_devlog_5]: https://johanhelsing.studio/posts/cargo-space-devlog-5
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[cargospace_discord]: https://discord.gg/ye9UDNvqQD
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[johanhelsing_mastodon]: https://mastodon.social/@johanhelsing
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[bevy_sparse_grid_2d]: https://github.com/johanhelsing/bevy_sparse_grid_2d
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## Engine Updates
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### [godot-rust][gd-github]

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