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Taiki Mitsuishi

@taikimitsuishi

Art Director / Asset Super Visor / Senior Environment Artist mostly post about my personal-work.

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08.02.2024
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Latest posts by Taiki Mitsuishi @taikimitsuishi

Vulkanised 2026: Ergonomic Vulkan with Rust & Bevy
Vulkanised 2026: Ergonomic Vulkan with Rust & Bevy YouTube video by Vulkan

What an underrated video. He talked how he used #bevy ECS system as a #vulkan scheduler and more.
Curiously, I research if Bevy ECS used out of the games.
I found Bevy used in Robotics and Scientific Simulation experimental. That's interesting topics.
www.youtube.com/watch?v=TdpF...

#rustlang #ecs

11.03.2026 23:57 ๐Ÿ‘ 9 ๐Ÿ” 1 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
Preview
Throwback: Metal Gear Solid 4 In Softimage XSI A look at how the game was made using the classic 3D software.

80.lv/articles/met...

I remember how powerful #XSi is. I hope #blender nodes will pass #ICE and go beyond!

17.02.2026 13:27 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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Finally, I exported #blender #b3d lights into #bevy !
Using the same color space on Blender and Bevy, and they look quite similar!
There is some limitations for data bridging between Blender and Bevy via RON but mostly working perfectly!

#indiegamedev #gamedev #rustlang

15.02.2026 08:23 ๐Ÿ‘ 23 ๐Ÿ” 6 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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Apparently, there is better file format for #blender #b3d => #Bevy pipeline. So, RON is here!

I write full path of components of any crates or my reflections then Bevy inserts them dynamically!
docs.rs/ron/latest/r...

A small system spawns tons of entity via RON!
#indiegamedev #gamedev #rustlang

05.02.2026 13:41 ๐Ÿ‘ 9 ๐Ÿ” 2 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

#bevy I mean.

04.02.2026 03:11 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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I implemented State Machine in my #bevt game! also add jump system.
I'm so glad of the new 'Collide and Slide' system. previously, the player stuck in the wall when jumping and colliding to the wall but it doesn't happen now!

#blender3d #b3d #indiegamedev #gamedev

04.02.2026 01:17 ๐Ÿ‘ 10 ๐Ÿ” 3 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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I implemented 'Collide and Slide' in #bevy with #AvianPhysics !
Based on this video: helps me a lot! thanks!
www.youtube.com/watch?v=YR6Q...

Now there is a small weird behavior when the character in falling. so I'll put state machine in my game next!

#blender3d #b3d #indiegamedev #gamedev

03.02.2026 00:48 ๐Ÿ‘ 16 ๐Ÿ” 4 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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Friday Night #gamedev in Japan!
Now, my custom usd has collision data! Bring assets with collisions from #blender #b3d to #Bevy directly via my Addon! Thanks #Avian3D !
I haven't implemented 'Collide and Slide' yet but I will work on it!

#indiegamedev

30.01.2026 12:38 ๐Ÿ‘ 22 ๐Ÿ” 3 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Thanks!

29.01.2026 01:11 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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looks Bloom working well in Bevy ;)

28.01.2026 00:50 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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Checking how my addon helps my #Bevy - #Blender #b3d pipeline via USD!
Works great! I made simple assets in Blender and drop them into Bevy quickly.

#indiegamedev #gamedev

28.01.2026 00:49 ๐Ÿ‘ 9 ๐Ÿ” 2 ๐Ÿ’ฌ 2 ๐Ÿ“Œ 0

I exported Geo and Material glTF separately and USD tells Bevy again which Geo and Material should be a pair. This will never break GPU instancing and Batch rendering.
Also my custom USD has material variants to make material variations for an asset.

That's all for now.
Thanks for reaching

27.01.2026 04:36 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Because USD is a blueprint. There is no geometry, material, or any unnecessary data. USD tells Bevy what and where is on the level. The objects spawn following USD.
glTF other hands, they're great for working with GPU. This is why I keep glTF as a raw asset data. KTX works well with GPU as well.

27.01.2026 04:29 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Blender fortunately easily exports a clean USD and makes a custom USD from Blender data structure.
Another benefit for using a custom USD is you can use multiple USD files to build a single level. Which means you can collaborate with your coworkers to make the level.

27.01.2026 04:25 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

If I use glTF for the level, bin file pipeline could destroy Bevy's clean rendering pipeline. Of course you can make a level without any issues but the workflow might be fragile.
My answer for that is using glTF for raw data and using a custom USD for the blueprint.

27.01.2026 04:19 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Custom USD benefits for #Bevy instead of packing everything into a bin file.
The most unfortunate thing with #glTF data flow is that Bevy has a great data handle pipeline in its engine. This brings many benefits like Frustum / Occlusion Culling, GPU instancing, reducing draw call for examples.

27.01.2026 04:13 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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Honestly, #bevy rendering looks great. #Blender #b3d EEVEE viewport helps me a lot for checking a near final look in a DCC tool. They are not perfectly match because I didn't link Bevy and Blender lighting entirely. need to add lighting spec into my custom USD.

26.01.2026 14:12 ๐Ÿ‘ 8 ๐Ÿ” 1 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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I made #blender #b3d Addon for my #bevy - Blender pipeline!
it support me to

- Create blend file for Asset Browser ans make it an asset
- Export Geometry and Material as #glTF and a custom USD
- Set up a Level and export the level as a custom USD

#indiegamedev #gamedev

26.01.2026 13:51 ๐Ÿ‘ 12 ๐Ÿ” 2 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Of course, you have to make assets carefully and properly but you will see and pay the cost for the great result visually with good FPS.

Thanks for reading, Happy Game Dev!

20.01.2026 08:24 ๐Ÿ‘ 3 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

I forgot to mention about it. The most important benefit with this approach is all assets become instances perfectly via #Bevy AssetServer and Handle accordingly. So, Bevy has a powerful rendering system. Frustum / Occlusion Culling, Reducing Drawcall, Batch Rendering.

20.01.2026 08:20 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Building a level with linked assets via #Blender #AssetBrowser and export it with USD exporter.
No editor required. You can do your work in Blender.
This is scalable #gamedev approach and you can use Blender power without any tax.
I'll work on custom USD Exporter that perfectly works this pipeline.

20.01.2026 08:03 ๐Ÿ‘ 4 ๐Ÿ” 1 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

This approach makes so many benefits.
Professionally, the known problem is that glTF needs .bin data in any way. It possibly makes limits on an artist side and programmer side.
I bring readable USD as a blue print for building levels and assets and Blender USD exporter is powerfull.

20.01.2026 07:55 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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My #b3d #Blender - #Bevy pipeline is going next level!
Using #USD + #glTF is such a great way for making Blender as Bevy Editor instead of using only glTF.
I export Geometry Data glTF and Material Data glTF separately and build assets in Bevy via USD accordingly.

#indiegamedev #gamedev

20.01.2026 07:47 ๐Ÿ‘ 10 ๐Ÿ” 2 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Turns out, using only #glTF isn't enough for what I want to do. Packing into a single bin file is quite hard and unmanageable for handling assets on runtime. At least, it should be separated into two files for a geo and a material.
Fortunately, #Bevy handles data well. I will find something better.

19.01.2026 10:59 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

I purchased #substance3ddesigner at Steam. it works in Linux. it seems faster node cals but UI looks a little laggy. Rasterizer doesn't work but OpenGL does, I don't mind USD in Substance, so it's fine.
Node cal is really fast that's everything for an artist.
so far so good.

19.01.2026 00:35 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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#bevy - #b3d #blender pipeline via #glTF.
Output a gLTF scene directly into assets folder from Blender. Converting textures automatically from png to Khronos Texture #KTX2 on running a game if modified png is existing.
Now, I'm trying to add bevy components with gltf-extras.
#indiegamedev #gamedev

14.01.2026 12:13 ๐Ÿ‘ 8 ๐Ÿ” 3 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Thanks!

14.01.2026 04:06 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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OK! I fixed some of them! apparently, KTX2 converter had an error to set up texture colorspace sRGB and Linear, Normal Map was in sRGB colorspace. also I put EnvironmentMapLight incorrectly.
Still need to learn things for Blender - Bevy pipeline.
#b3d #blender #gLTF #bevy #indiegamedev #gamedev

14.01.2026 00:56 ๐Ÿ‘ 9 ๐Ÿ” 2 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
Preview
Bevy 0.18 Bevy is a refreshingly simple data-driven game engine built in Rust. It is free and open-source forever!

Bevy 0.18 is out now!

It features Atmosphere Occlusion and PBR Shading, Generalized Atmospheric Scattering Media, Solari features, PBR Fixes, Font Variations, Automatic Directional Navigation, Fullscreen Materials, Cargo Feature Collections, Camera Controllers, and more!

bevy.org/news/bevy-0-...

13.01.2026 21:41 ๐Ÿ‘ 182 ๐Ÿ” 72 ๐Ÿ’ฌ 2 ๐Ÿ“Œ 3
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looks many error on #b3d #blender - Bevy #gLTF pipeline. Metallic doesn't work in #bevy and maybe tangent normal? looks incorrect.
also EnvironmentMapLight is not working for diffuse light and reflection?
Does anybody know what I should fix?
#indiegamedev #gamedev

12.01.2026 13:44 ๐Ÿ‘ 13 ๐Ÿ” 2 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0