Distribution improvements

Although I haven't advanced on FakeLife development during this week because of my day job, there are some minor improvements worth
mentioning, that I'm happy to share :) .

Web version

I exported a web version of FakeLife that you can check in its main page

Itch App

I'm not proud of what I'm gonna tell you... but I didn't know that Itch had its own desktop app ๐Ÿ˜…. Today I discovered it, and I tried to install FakeLife via the app... it failed miserably ๐Ÿ’ฉ.

Looking around, I found this quickstart guide by Itch, explaining how to use their butler tool, and I used it to upload the game in a form that can be used by their app. I almost succeed, except for another detail that I didn't know about either: PCK files. Godot was generating them, but I had no idea what they were for, and I was not packing them into the uploads.

Instead of adding them to the ZIP files I push via butler, I found a setting in Godot's exporter menu that allows me to embed them into the executable binaries. After having them properly embedded, FakeLife started to work fine on Itch's app ๐Ÿ˜Ž. So now you can download it from there! ๐ŸŽฎ

Development status

Ok, what about the simulator itself? any progress? Well, this past weekend I was experimenting with a port from Godot to Bevy Engine. Why? Because I want more fine grained control, and to gain performance. Am I there yet? nope. Bevy is still a very young engine, almost experimental, and it takes a lot of work doing stuff that can be done in two lines with Godot.

In future posts I'll explain more in detail what are my impressions, the tradeoffs I'm facing when I compare these two engines, and some results too ๐Ÿค“.


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