Doce πŸ’«'s Avatar

Doce πŸ’«

@doceazedo.com

πŸ¦„ Unicorn dev, hobbyist DJ & full-time nerd πŸ³οΈβ€πŸŒˆπŸ³οΈβ€βš§οΈ he/they β€’ Have fun πŸ€ πŸ‘‰ https://doce.sh

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15.06.2023
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Latest posts by Doce πŸ’« @doceazedo.com

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09.03.2026 07:44 πŸ‘ 217 πŸ” 46 πŸ’¬ 3 πŸ“Œ 6
Inventory UI with dark background and pink accents. Left panel features an inventory grid equipment slots. Hot pink full width tab navigation for Gear, Talents, Skills, and Quests on the top. Top right display the character level. Bottom right displays core stats and resistances.

Inventory UI with dark background and pink accents. Left panel features an inventory grid equipment slots. Hot pink full width tab navigation for Gear, Talents, Skills, and Quests on the top. Top right display the character level. Bottom right displays core stats and resistances.

i feel like something is missing for the inventory UI but I can’t quite put my finger on what…

09.03.2026 01:21 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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made some loot VFX variations! πŸ’«βœ¨ still got to add some spawn & pickup animations as well...

#gamedev #indiedev #bevy #screenshotsaturday

07.03.2026 18:08 πŸ‘ 4 πŸ” 1 πŸ’¬ 0 πŸ“Œ 0
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Sprinkles, my GPU particle system & editor for #bevy, has reached v0.2! πŸ©πŸ’•

it comes with a huge performance boost, trails system, local/global coords, new editor features / QOL improvements & more!!

β€· full changelog: github.com/doceazedo/sp...

06.03.2026 17:02 πŸ‘ 36 πŸ” 5 πŸ’¬ 2 πŸ“Œ 0
Preview
Fix `AlphaMode::Mask` threshold being ignored on unlit materials by doceazedo Β· Pull Request #23206 Β· bevyengine/bevy Objective I noticed that changing the AlphaMode::Mask threshold value had no effect on my material. Looking into the PBR shaders, I found out it was only reading the alpha_cutoff for lit materials,...

got my first PR merged into #bevy!! πŸ₯³πŸ’• github.com/bevyengine/b...

04.03.2026 11:44 πŸ‘ 11 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

nice! i noticed those black trails in some of your animations but i don’t see them in the final result. what are those?

03.03.2026 19:37 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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re-implemented hit impacts, now with some wobble :p

enemies simply react to the damage direction, while the player have extra logic for frontal hits & for the arms to stay (kinda) in place

#gamedev #indiedev #bevy

01.03.2026 18:04 πŸ‘ 10 πŸ” 5 πŸ’¬ 0 πŸ“Œ 0
Top-down view of a player and a goblin enemy.

Gray line: original aim direction
Green line: corrected aim direction
Yellow capsule: shape cast to find nearest enemy along aim direction
Red sphere: contact point between capsule and enemy

Top-down view of a player and a goblin enemy. Gray line: original aim direction Green line: corrected aim direction Yellow capsule: shape cast to find nearest enemy along aim direction Red sphere: contact point between capsule and enemy

the aim assist now uses a raycaster to see if it would hit an enemy. if false, it uses a shapecaster to find the nearest hurtbox to correct the aim to

previously i was just checking for enemies nearby the cursor in a radius and just aiming at their center position (+ falloff) 😬

28.02.2026 23:17 πŸ‘ 2 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
BevyDex - Crate Browser

For people working in the #Bevy ecosystem I just wrote a simple little site that lets you explore the bevy #crate ecosystem filtering by bevy version. Quite happy with the search system. It’s very basic but I am happy to make improvements and plan on it. bevydex.dev/dex

28.02.2026 18:49 πŸ‘ 33 πŸ” 10 πŸ’¬ 4 πŸ“Œ 0

that’s so nice!! the assets page on bevy’s website could really get some love πŸ₯²

28.02.2026 20:15 πŸ‘ 2 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

oh i see the UEFN hashtag now πŸ˜„

28.02.2026 19:04 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

i like the first one the most. it reminds me of fortnite for some reason?

28.02.2026 16:19 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

if you're wondering how i made this...

the UI node is actually larger than the texture. then a frag shader checks which side of a 15Β° line the pixel is, and then samples the original texture from the displaced position.

there is also a quick flash at the start and a fade out at the end

28.02.2026 14:18 πŸ‘ 3 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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made a cool split effect for the health bar 😼 ...also added some aim assist!

#gamedev #indiedev #bevy #rustlang #screenshotsaturday

28.02.2026 13:57 πŸ‘ 22 πŸ” 4 πŸ’¬ 2 πŸ“Œ 0

that’s the hardest part ngl 😭

25.02.2026 20:56 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

nice! i think fast transitions + creating proper transition animations yields the best results, but that's a lot more work!

25.02.2026 17:31 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
Orange and tuxedo cat sleeping together hugging each other

Orange and tuxedo cat sleeping together hugging each other

it’s #caturday! say hi to salsicha & billy! πŸˆπŸˆβ€β¬›

21.02.2026 17:01 πŸ‘ 8 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
69 stars

69 stars

nice

21.02.2026 16:01 πŸ‘ 2 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

oh this is the kind of tool i would *love* to build one day

20.02.2026 14:49 πŸ‘ 2 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

love to see it!!!! πŸ’•πŸ”₯

19.02.2026 16:35 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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Took sprinkled 3d particle editor for a spin.

2 hours well spent

github.com/doceazedo/sp...

#gamedev #vfx #particles

19.02.2026 14:47 πŸ‘ 9 πŸ” 1 πŸ’¬ 1 πŸ“Œ 0
Screenshot of a terminal with the output of the fastfatch command, showing the Fedora logo

Screenshot of a terminal with the output of the fastfatch command, showing the Fedora logo

i got caught by the penguin, i fear πŸ˜”

19.02.2026 01:53 πŸ‘ 2 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

(sound effects are from ZapSplat & added on post)

GitHub: github.com/doceazedo/sp...
crates​.io: crates.io/crates/bevy_...
docs​.rs: docs.rs/bevy_sprinkl...

18.02.2026 11:57 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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i'm super excited to announce Sprinkles: a 3D GPU particle system & editor for #bevy! πŸ’•πŸ©

β€· doce.sh/blog/bevy-sp...

18.02.2026 11:57 πŸ‘ 67 πŸ” 10 πŸ’¬ 3 πŸ“Œ 1

writing a blog post & feeling so weird about finally sharing this tool publicly 🫨

18.02.2026 00:05 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

yeah!! i wish we had something like that for bevy… well… πŸ˜… the goal is to reach feature parity at some point lol

11.02.2026 20:49 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

thanks!! it’s all custom!

11.02.2026 20:33 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
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will be taking this bad boy to a test drive on my game. then i'll be ready to open source it!

11.02.2026 16:52 πŸ‘ 6 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

i’ve been happily using photopea for years now, would recommend

11.02.2026 11:04 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

that’s something hard to get used to coming from webdev where designs are responsive and a 16px text looks the same size on pretty much any screen πŸ₯²

but making the reference viewport 1280x720 (instead of 1080p) and scaling it should do the trick if you’re targeting the switch/deck

06.02.2026 23:27 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0