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
18.11.2025 20:17 — 👍 9 🔁 6 💬 0 📌 0@syynth.dev.bsky.social
web dev by day, aspiring game dev by other days he/him JavaScript • Rust • C# • Game Dev • UI • 3D Printing • CAD
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
18.11.2025 20:17 — 👍 9 🔁 6 💬 0 📌 0i 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
19.10.2025 17:26 — 👍 2 🔁 0 💬 1 📌 0i 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?
19.10.2025 17:25 — 👍 2 🔁 0 💬 0 📌 0that’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
19.10.2025 17:20 — 👍 2 🔁 0 💬 1 📌 0i 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
19.10.2025 16:58 — 👍 5 🔁 0 💬 1 📌 0Observer 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
08.10.2025 02:52 — 👍 1 🔁 0 💬 1 📌 0separate 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
07.10.2025 04:32 — 👍 1 🔁 0 💬 0 📌 0Bevy 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!
21.09.2025 00:30 — 👍 1 🔁 0 💬 0 📌 0hot 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...
26.08.2025 01:43 — 👍 63 🔁 10 💬 6 📌 2maybe i just need to try it and find out!
16.08.2025 15:21 — 👍 1 🔁 0 💬 0 📌 0i’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
16.08.2025 15:21 — 👍 1 🔁 0 💬 2 📌 0crates.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...
i mostly work on macOS day to day, so i’ll have to give it a shot!
02.08.2025 23:08 — 👍 1 🔁 0 💬 1 📌 0how’s the performance, comparatively? i’ve had to enable optimization for deps so my builds are farrrrr in excess of two minutes 😭
02.08.2025 22:41 — 👍 1 🔁 0 💬 1 📌 0Premier set!
Tune in to listen to my very first original song, Bubble Burst!
Please look forward to it!
Date 7/19 - 9pm EST!!
youtu.be/rHjbma3dJio
𓆠Lyrics & Vocals→ HippyFishy
𓆠Arrangement/Mixing→ @minniemoog.me
𓆠Mastering→ @luvgiantrobots.bsky.social
Thank you sooo much for your support!
Come and listen with us this Saturday night!
Very excited for my friend Hippy Fishy's debut! Their vocal work and creative direction are incredible!
I acted as the arranger/producer on this one, so you'll get to hear me flex my music muscles. 💖In classic me fashion, it's a loooong soooong. 😊
Ocean level breakdown 🌊
Never posted this on Bluesky so here it is o/
#pixelart #indiedev #GameMaker
experimenting with bevy_hanabi and using particles to emit lights into the GI system. way over the top but i kind of love it
#codetta #bevyengine #gamedev
Bevy Jam #6 is now in the voting period! Go play and rate some games!
itch.io/jam/bevy-jam-6
got emissive sprites wired up and working! tried out making the player emissive and i think it's pretty neat (but too flickery). this has been so satisfying to build
#codetta #gamedev #bevyengine
there are a bunch of visual artifacts due to my many rookie mistakes, but i _finally_ have the whole stack working together!
real-time 2D GI with radiance cascades!
#gamdev #bevyengine
Screenshot of a bevy_smud example. A grid of sdf rendered shapes
bevy_smud (sdf shape rendering for Bevy) is back from the dead.
I ported from Bevy 0.14 to 0.16. Getting tonemap support working turned out to be the biggest hurdle this time around.
Everything seems to be running *smoothly* :P
github.com/johanhelsing...
#rustlang #gamedev #bevyengine
definitely! i’ve felt tricked to realize the code samples it’s giving me are manually implementing traits that have derive macros, etc, but i have learned a lot in the process, too. i plan to spend today rewriting everything to use AsBindGroup and hopefully eliminating a lot of the code i’ve written
07.06.2025 16:24 — 👍 1 🔁 0 💬 0 📌 0