just got our experimental @processing.org python version running in jupyter!
26.02.2026 08:04 โ ๐ 11 ๐ 1 ๐ฌ 0 ๐ 0@chrisbiscardi.bsky.social
Rustlang and Rustlang accessories * YouTube: https://www.youtube.com/@chrisbiscardi * Learn Rust: https://www.rustadventure.dev/ * Rust Adventure Discord: https://discord.gg/GJ5UfxzUcP * Party Corgi Content Discord: https://discord.gg/partycorgi
just got our experimental @processing.org python version running in jupyter!
26.02.2026 08:04 โ ๐ 11 ๐ 1 ๐ฌ 0 ๐ 0
Anyone have examples of Material APIs they like in an engine, or links to good talks on this topic?
Right now Bevy materials let you reuse host code (texture/buffer bindings), but customizing the default material is essentially "go to github and copy paste the entire shader". Not very modular.
different lighting choices make such huge differences.
24.02.2026 08:50 โ ๐ 4 ๐ 0 ๐ฌ 0 ๐ 0very beginnings of some water
24.02.2026 08:30 โ ๐ 12 ๐ 0 ๐ฌ 1 ๐ 0basically everything is "placeholder" but the core pieces are there. model/rig/animate in blender, paint in substance, animations get events that drive vfx, which means adding "speed boost" to attacks means playing the animations faster (or playing diff animations if the attack is very diff)
23.02.2026 04:28 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0
working on player controls a bit.
You still get (slowed) movement while playing the attack animation. If you're using a mouse you face the mouse while the attack is playing.
Its all component-based, so a charged attack could allow facing the mouse while charging before triggering.
i'm super excited to announce Sprinkles: a 3D GPU particle system & editor for #bevy! ๐๐ฉ
โคท doce.sh/blog/bevy-sp...
just realized while I was making the thread that I accidentally reverted some of the customizations for different enemies ion the rush to submit. The gem is supposed to be blue circle, red flames.
17.02.2026 02:35 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0
some random photos of the blender setup. Navigation meshes are defined in blender and get a component via skein, then spawns use bevy_rand and the navigation mesh to sample spawn locations and new positions.
The game doesn't really show off any navmesh work, but it'll be nice moving forward
health bars are also automatically spawned as a relationship for entities with a Health component. The actual rendering is handled via vertex shader for positioning and fragment shader for the lerping, which enabled "damage blocks", although the curve on the animation needs some work.
17.02.2026 02:11 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0The game doesn't use any physics package. All collision is handled manually by mapping into a 2d space on the ground plane and taking advantage of bevy's built-in BoundingCircle/Aabb2d/RayCast types.
17.02.2026 02:08 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0and then was able to extend those with custom shaders in bevy, which is probably most noticeable on the crystals (even though I didn't get around to programming *functionality* like protecting units in range for the crystals.
17.02.2026 02:06 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0on another bright note, I handled the entire blender model, rigging, animation and substance painter asset pipelines for most assets (I forgot to do the hammer).
17.02.2026 02:06 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
and that laid the groundwork for some upstream changes that will enable (hopefully) exporting action markers from blender to AnimationEvents.
For this jam I did the events manually on gltf load event.
very not excited about the character and attack animations. They were last minute but also had some nice parts.
I built an extension processor that build animation graphs as the gltf loaded, so my scenes always have the animations ready-to-go when a character is spawned.
submission is at chrisbiscardi.itch.io/bevy-jam-7
webgpu only (because I don't want to deal with webgl2 for a game jam)
Very happy with the effort I put into the spawning mechanics specifically, which are generic across arbitrary entities, spawn systems, and configurable. Things like animating-in scale and position, as well as sequences of configurable shader effects. The properties are controlled by components
17.02.2026 01:53 โ ๐ 2 ๐ 0 ๐ฌ 2 ๐ 0
bevy jam is over. I feel pretty ok about my entry even though it feels so incomplete compared to what I have in my head.
I am planning to continue working on the project. Just need to undo some of that last-minute rush work ๐
It's for a game jam where everyone will be playing it in a web browser and most people playing will be other game developers
15.02.2026 16:21 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0gotta do tutorialize a bit
15.02.2026 04:12 โ ๐ 18 ๐ 1 ๐ฌ 2 ๐ 0crystals
14.02.2026 06:17 โ ๐ 9 ๐ 0 ๐ฌ 0 ๐ 0very high tech advanced navmesh (the smaller plane). Uses visibility::hidden and marker component + on add observer to automatically create the navmesh when the scene is spawning.
13.02.2026 05:08 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0navmesh-constrained random navigation. each click drops 100 eyeballs, which each pick a random place in the navmesh to go to, even if spawned outside the applicable area. navmesh is defined in blender and powered by vleue_navigator.
13.02.2026 05:06 โ ๐ 3 ๐ 0 ๐ฌ 1 ๐ 0I'd call it a load test but I actually just forgot to turn the test level off when I went to do something else
13.02.2026 01:06 โ ๐ 10 ๐ 0 ๐ฌ 0 ๐ 0Gotta put some edm in for the soundtrack
12.02.2026 08:36 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0The eyes have it
12.02.2026 07:51 โ ๐ 6 ๐ 0 ๐ฌ 1 ๐ 0threw something on the spheres to give less of a "flat pop in" effect when spawning without taking too much effort (it was bugging me but really isn't "gameplay" and there has to be *gameplay* for a jam game
12.02.2026 05:56 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0
Source will be posted. I just haven't been great about pushing it up while working on it.
github.com/ChristopherB...
some spawn circles for enemy entrances for my bevy jam game
10.02.2026 09:44 โ ๐ 7 ๐ 0 ๐ฌ 1 ๐ 0
It's been a chaotic day, but a nice calm #bevymergetrain should do a world of good. Each week, as part of my job as a game engine dev, I go over the community-approved #rust PRs in our backlog and talk through the context of each change.
Follow along: there's 15 PRs to discuss today!