i couldn’t fully articulate what i want here but “something something comptime”, proc macros make me so sad
i couldn’t fully articulate what i want here but “something something comptime”, proc macros make me so sad
My fork of Bevy Hanabi, Hanabi-Batched, has been updated to support 0.18 and has many more improvements, such as lookup textures, PBR particles, and GPU mergesort for ribbons: github.com/pcwalton/bev...
If you're looking for a way to use Hanabi on 0.18, feel free to grab it!
I just released version 0.5 of Avian, an ECS-driven physics engine for @bevy.org.
This is the first update under our new release process, where we publish Bevy version updates separately from feature releases.
As always, an announcement post can be found here:
joonaa.dev/blog/11/avia...
just opened up my render graph as systems pr. this is a massive and potentially controversial change to replace bevy's render graph with system schedules! github.com/bevyengine/b...
this is incredible!
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-...
New post! "Realtime Raytracing in Bevy 0.18 (Solari)"
jms55.github.io/posts/2025-1...
Avian finally has built-in move and slide, the movement and collision algorithm at the heart of kinematic character controllers! #bevy #gamedev #physics #kcc
PR: github.com/avianphysics...
Realtime
Pathtraced reference
Real life has kept me from posting, but I've still been hard at work on Bevy Solari! It now supports specular materials, and has a _way_ improved world cache!
Realtime vs pathtraced reference
New #rustlang blog post, about "move expressions", an idea that came up after my last post on ergonomic ref counting:
smallcultfollowing.com/babysteps/bl...
Animated sprite for a fire. WIP 2d GI for bevy (rust game engine), ATM its just brute force ray trace on SDF but debugging cascades version atm.. #indiedev #gamedev #graphics #rust #bevy
i certainly wouldn’t want to implement an ECS myself but i find it makes my game code simpler than what i’d write in equivalent systems.
but i’d also be lying if i said i didn’t enjoy all the type magic and “puzzle” of getting some of those things to compile and fit together nicely. ;)
i’ve had a very very positive experience integrating LDtk with bevy so far, it uses “tags” a lot, which map cleanly onto components, i don’t know how one would use it for a “big” project otherwise
i definitely find myself taking something that would be a one-off and turn it into a system just due to bevy’s design, but also my brain just works that way. tbh maybe if i used another engine after bevy i’d have new habits that i find improve my experience of iterating without breakage?
that’s a problem, and hopefully getting better with the hot-reloading, but my background in unity has taught me to expect the editor to lock up so i’m just suffering from low expectations, i imagine. occasionally running cargo clean and freeing 80gb is brutal, though
i see this often and believe everyone who says it, but my experience with using rust/bevy for gamedev has been that existing stuff breaks less when i add something new. maybe it’s just my skill issues, but i feel like it helps my iteration speed because something else hasn’t exploded in the process
Observer filters in Bevy with EntityCommandsTrigger doesn't do what most people expect it to. Here's some experimentation in enabling `On<Event, Filter>` style observers to power the separation of observer functions that target different types of entities
www.christopherbiscardi.com/bevy-observe...
I just released version 0.4 of Avian, an ECS-driven physics engine for @bevy.org.
This is the biggest release yet, featuring 3x performance(!), overhauled forces and joints, voxel colliders, Bevy 0.17 support, and much more.
As always, release notes can be found here:
joonaa.dev/blog/09/avia...
this is my first time coming across BigBrain but this looks very interesting! i do especially like the fact that it could be asset driven, that’s slowly becoming more important to me as i get deeper into bevy
separate screenshots would have helped a lot, but i _think_ option C, though depending on how important the values around healthbars really are, i’m not sure i’d love the radial UI there. it looks nice, but feels less easy to read than a plain set of bars. i also like the G layout as a second choice
Bevy 0.17 is out now! It features Raytracing, Improved Observers / Events, UI Widgets, Rust Hotpatching, Light Textures, DLSS, Tilemap Chunks, Web Assets, Reflect Auto-Registration, UI Gradients, Raymarched Atmosphere, Virtual Geometry BVH Culling, and more!
bevy.org/news/bevy-0-17
I finally figured out how to screen record so I can post my progress again lol
I finished the main cast's directional sprites a while ago! (Some minor tweaks pending)... Gonna post some animations soon!
Featured here:
Minnie, Solstice
Laetitia, Farris
#indiegame #devlog #pixelart #codetta
New blog post: "Realtime Raytracing in Bevy 0.17 (Solari)"
jms55.github.io/posts/2025-0...
just came across this, it was super helpful, thanks!
hot take: talking about "the" bevy editor is a trap... we should focus on building composable, modular tools that deliver incremental value, just like everything else we do in @bevy.org www.charlotte.fyi/posts/toward...
maybe i just need to try it and find out!
i’ve been looking at this with a lot of interest, but i’m struggling a little with where to apply the ideas. most of the immediate use cases i think of seem to really come back to system sets, where the “openness” is important, or just dependency management is the other obvious use i see
crates.io/crates/dlss_...
Just published my open source crate for using DLSS in wgpu! Supports both super resolution and ray reconstruction.
Also look forward to DLSS support in the upcoming Bevy 0.17 release!
Today is Bevy's fifth birthday! As always, I've used this as a chance to reflect on the past year and outline my hopes and dreams for the next year of #bevy:
bevy.org/news/bevys-f...