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#bevy — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #bevy, aggregated by home.social.

  1. Lot of / thought process here along with a good amount of technical stuff. All accompanied by a lot of animations. We now have full 3d proper clean spline based belts and a cool new factory planning mode. I go over the why and how of moving from style belts of style.
    exofactory.net/blog/2026-05-03/

  2. A little bit of texture makes the surface a lot easier to read. #stereoscopic #gamedev #bevy --
  3. Its been a good week since our last virtual #Bevy meetup (13) happened. If you missed talks of one of our three community speakers its a great opportunity to watch it on the recorded YouTube stream now: youtube.com/live/CeaMEDb9hZ8 #rustlang #gamedev 🦀🎮 @bevy

  4. bevy_fs v0.1.1 is out! 🥳 🎉

    This release features, amongst other things:
    - a new menu
    - some bug fixes
    - a new fighter jet model
    - better flight dynamics
    - a new landing gear system with springs and brakes

    codeberg.org/wesfly/bevy_fs/re
    github.com/wesfly/bevy_fs/rele

    #Bevy #FlightSim #Aviation #GameDev #Rust #DevLog

  5. #gamedev #stereoscopic #bevy Instead of flying chaotically around more or less like gravitational bodies, lumps now organize themselves into huge semi-static structures. I've tuned it so that you can walk from one lump surface to the next. I have a bunch of climbing mechanics in the works.
  6. Continued to iterate on my little procedural #gamedev project this weekend. Added generation profiles for moon, mars, and enceladus-like planets. Still got some more work to do on the earth-like profile but it's starting to get quite close to what I want to achieve. I'll share it when I'm happy with the results :)

    #procgen #rustlang #bevy

  7. Currently working on landing gear spring forces. I once again underestimated the time it takes to get these things working... 😅

    #Bevy #FlightSim #Rust #GameDev #DevLog

  8. In the last few weeks, I have been trying to get myself to spend 1+ hour a day as part of my #LearningGameDev initiative. It is so rewarding and fulfilling, I've learned new programming patterns, new ways of approaching problems, new algorithms. And even if I'm still at the beginning of learning #bevy, mostly following tutorials, with minimal adaptation to test around, it's so enjoyable to make your little character move around in a procedurally generated world...

  9. Implemented object manipulation.

    The only issue I currently have is that Avian doesn't update colliders when the game is paused, so for now I just don't pause in build mode 😅

    #bevy #simgine

  10. Die TUXEDO Game Jam steht vor der Tür!
    👉 08. - 10. Mai 2026

    Du hast Lust, an einem Wochenende einen Spieleprototypen zu entwickeln – ausschließlich mit freier Software wie Godot, Blender oder Bevy? Und dabei auch noch tolle Preise gewinnen?

    Dann melde dich jetzt an! Ganz egal, ob Einsteiger oder Profi: Wenn du mindestens 18 Jahre alt bist, kannst du entweder alleine oder im Team teilnehmen.

    Alle Infos & Anmeldung: tuxedocomputers.com/de/TUXEDO-

    #gamejam #bevy #godot #blender #linux

  11. Psyched to have Mads talking about objc2 a fundamental platform for having #Bevy support on Apple platforms and talking to their APIs: youtube.com/live/CeaMEDb9hZ8 -come join us! #rustunit #gamedev 🦀🎮

  12. Join to learn from Doce how he built a interactive particle system editor for #Bevy in @bevy_ui - live now - youtube.com/watch?v=CeaMEDb9hZ8 #rustlang #gamedev 🦀🎮

  13. The 13th virtual #Bevy meetup starts now, join the live-stream over on YouTube: youtube.com/watch?v=CeaMEDb9hZ8 #rustlang #gamedev 🦀🎮

  14. In less than 6h the next virtual #Bevy meetup is kicking off with three amazing speakers from the community. Don't miss the live stream: rustunit.com/bevy-meetup/bevy- #rustlang #gamedev 🦀🎮

  15. @ansuz I can relate so much to that. I am going through a similar process of redirecting energy to building something, also in the video game area, but with the #bevy game engine! And that's helping me a lot as well. Looking forward seeing what comes out of your ideas!

  16. 🎮 Letzte Anmeldungschance für unseren Bevy-Workshop vom 24. - 26. April 2026 🎮

    Sichere dir jetzt deinen Platz, bevor es zu spät ist!

    👉 Anmeldung & Infos: tuxedocomputers.com/de/Road-to

    Wir freuen uns auf dich! 🚀

    #gamejam #bevy #linux #lastcall

  17. In the last days (well, more in the last weeks), I made a new model for the flight sim. It took waaay longer than I expected, but I like how it turned out in the end. It is no longer a biplace aeroplane (fighter jet with two seats) with only one seat, but a real single-seat-aeroplane. Wrong gear doors and aileron control surfaces were fixed as well.

    codeberg.org/wesfly/bevy_fs
    github.com/wesfly/bevy_fs

    #Bevy #FlightSim #Blender #ScreenshotSaturday #Rust #DevLog #MilitaryAviation #GameDev

  18. 🎮 Road to Game Jam – nächster Halt: Bevy! 🎮

    Hier lernst du die Grundlagen der Spieleprogrammierung mit der Bevy-Engine und der Programmiersprache Rust kennen und entwickelst gemeinsam mit anderen Teilnehmern dein erstes 2D-Spiel.

    Alle Infos & Anmeldung: tuxedocomputers.com/de/Road-to

    Wir freuen uns auf dich! 🚀

    #gamejam #bevy #linux

  19. Ah yes, yet another programmer with the audacity to think their half-baked #tutorials are the definitive "Rails guides" for #Bevy 🚂. Because nothing screams "cutting-edge game development" like dusty #Ruby code and a static site nobody asked for 🕸️. But don't worry, there's always a Pong Tutorial for those brave enough to endure it 🎮.
    taintedcoders.com/ #programming #Rails #gameDevelopment #HackerNews #ngated

  20. Really happy with the new building animation. Yay the implementations are really nice. Also a new trailer and some back end / stuff. Not too much technical but a few cool visuals. exofactory.net/blog/2026-04-06/

  21. Bavy Jam #1 is now concluded! Show some support to our brave testers-of-main, and go RATe their games: itch.io/jam/bavy-jam-1/entries

    #bevy #aprilfools

  22. I added an example to my tiny #Bevy #ProceduralGeneration library, #fernweh , demonstrating how one may use it to implement "layered" chunk-based procedural generation, that is, procedural generation where some data is shared across several chunks. This is typically useful for large-scale terrain features.

    The example below works in a similar way as in the previous toot: chunks are represented by colorful polygons, chunks close to the player (the white disk) get spawned, chunks far away get despawned, and there is an artificial delay to simulate expensive computations.

    The difference is now chunks are grouped in groups of four chunks which share data (namely, a color — blue or red). The point is that data is only computed once, even though it is used by several chunks.

    Fernweh is very flexible, so it is possible to use the same approach to group groups into even larger groups, or group chunks one way for one type of data, and another way for another type of data...

    Keep in mind, though, that this relies on a yet unreleased Bevy feature, scenes (very likely to land in Bevy 0.19).

    codeberg.org/glocq/fernweh/src

    #rust

  23. I added an example to my tiny #Bevy #ProceduralGeneration library, #fernweh , demonstrating how one may use it to implement "layered" chunk-based procedural generation, that is, procedural generation where some data is shared across several chunks. This is typically useful for large-scale terrain features.

    The example below works in a similar way as in the previous toot: chunks are represented by colorful polygons, chunks close to the player (the white disk) get spawned, chunks far away get despawned, and there is an artificial delay to simulate expensive computations.

    The difference is now chunks are grouped in groups of four chunks which share data (namely, a color — blue or red). The point is that data is only computed once, even though it is used by several chunks.

    Fernweh is very flexible, so it is possible to use the same approach to group groups into even larger groups, or group chunks one way for one type of data, and another way for another type of data...

    Keep in mind, though, that this relies on a yet unreleased Bevy feature, scenes (very likely to land in Bevy 0.19).

    codeberg.org/glocq/fernweh/src

    #rust

  24. I added an example to my tiny #Bevy #ProceduralGeneration library, #fernweh , demonstrating how one may use it to implement "layered" chunk-based procedural generation, that is, procedural generation where some data is shared across several chunks. This is typically useful for large-scale terrain features.

    The example below works in a similar way as in the previous toot: chunks are represented by colorful polygons, chunks close to the player (the white disk) get spawned, chunks far away get despawned, and there is an artificial delay to simulate expensive computations.

    The difference is now chunks are grouped in groups of four chunks which share data (namely, a color — blue or red). The point is that data is only computed once, even though it is used by several chunks.

    Fernweh is very flexible, so it is possible to use the same approach to group groups into even larger groups, or group chunks one way for one type of data, and another way for another type of data...

    Keep in mind, though, that this relies on a yet unreleased Bevy feature, scenes (very likely to land in Bevy 0.19).

    codeberg.org/glocq/fernweh/src

    #rust

  25. For people working in the ecosystem I just wrote a simple little site that lets you explore the bevy 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

  26. I'm excited about #bevy 's upcoming new scene system! I didn't wait for it to be out, and made fernweh, a plugin based on the in-progress branch.

    It's a tiny, but very handy plugin designed to help with chunk-based procedural generation. It lets you specify the procedural generation logic in a declarative way (what chunks should be visible at any point in time, what a given chunk should consist of) and takes care of asynchronously computing the contents of new chunks, and spawning/despawning chunks.

    It's very, very generic, so it can be used in 2D and 3D.

    Attached is the repository's example: you control the white disk, and chunks (materialized by colored polygons) spawn and despawn based on where you are.

    Here the chunks are simple entities, but thanks to the new scene system you can have them be arbitrary hierarchies of entities.

    Each chunk takes a little while to appear, because the example includes a `std::thread::sleep()` call to simulate computationally intensive calculations (think sampling random noise, collapsing wave functions...), but those are performed asynchronously, so they don't block interaction.

    codeberg.org/glocq/fernweh/src

    #proceduralGeneration

  27. Your terminal is now a texture! 🤯

    💠 **bevy_tui_texture** — A Bevy plugin for rendering TUIs using Ratatui and wgpu

    ⚡ Display widgets on 2D sprites, 3D meshes or UI elements, all with WASM support!

    🦀 Written in Rust & built with @ratatui_rs

    ⭐ GitHub: github.com/tt-toe/bevy_tui_tex

    #rustlang #ratatui #tui #bevy #gamedev #wgpu #graphics #wasm #devtools

  28. Your terminal is now a texture! 🤯

    💠 **bevy_tui_texture** — A Bevy plugin for rendering TUIs using Ratatui and wgpu

    ⚡ Display widgets on 2D sprites, 3D meshes or UI elements, all with WASM support!

    🦀 Written in Rust & built with @ratatui_rs

    ⭐ GitHub: github.com/tt-toe/bevy_tui_tex

  29. Your terminal is now a texture! 🤯

    💠 **bevy_tui_texture** — A Bevy plugin for rendering TUIs using Ratatui and wgpu

    ⚡ Display widgets on 2D sprites, 3D meshes or UI elements, all with WASM support!

    🦀 Written in Rust & built with @ratatui_rs

    ⭐ GitHub: github.com/tt-toe/bevy_tui_tex

    #rustlang #ratatui #tui #bevy #gamedev #wgpu #graphics #wasm #devtools

  30. Your terminal is now a texture! 🤯

    💠 **bevy_tui_texture** — A Bevy plugin for rendering TUIs using Ratatui and wgpu

    ⚡ Display widgets on 2D sprites, 3D meshes or UI elements, all with WASM support!

    🦀 Written in Rust & built with @ratatui_rs

    ⭐ GitHub: github.com/tt-toe/bevy_tui_tex

    #rustlang #ratatui #tui #bevy #gamedev #wgpu #graphics #wasm #devtools

  31. Your terminal is now a texture! 🤯

    💠 **bevy_tui_texture** — A Bevy plugin for rendering TUIs using Ratatui and wgpu

    ⚡ Display widgets on 2D sprites, 3D meshes or UI elements, all with WASM support!

    🦀 Written in Rust & built with @ratatui_rs

    ⭐ GitHub: github.com/tt-toe/bevy_tui_tex

    #rustlang #ratatui #tui #bevy #gamedev #wgpu #graphics #wasm #devtools

  32. Lots of videos in this one. Turns out full screen shaders and drag to place belts are harder than one might think. I think I have a cool thing to contribute to the game genre. exofactory.net/blog/2025-12-04/

  33. I am currently implementing an Arcanoid/Breakout clone with #bevy and #rapier3d using github #speckit for development

    Repo: github.com/cleder/brkrs
    Docs: brkrs.readthedocs.io/en/latest/
    Demo: cleder.github.io/brkrs/

    It is implemented in Bevy 0.17, with bevy_rapier3d (physics/collision)

    It has some additions to the original game, the paddle is operated with the mouse and can move up and down instead of just left and right, you can tilt the paddle with the mouse wheel, and depending on the force and direction with which you hit the ball you can influence speed and direction. Gravity is also a thing 😉
    #gamedev #bevyengine @bevy

  34. Now you can create your own game UI or world textures with Ratatui! 🐀

    🧊 **soft_ratatui** — Pure software renderer.

    🚀 Perfect for embedding TUI widgets anywhere.

    🦀 No terminal or GPU needed, just Rust!

    ⭐ GitHub: github.com/gold-silver-copper/

  35. you can read my #5th birthday #bevy post here

    doomy.org/bevys-fifth-birthday/

    Bevy at 5: game jams, Bevy's UI, #Lua scripting, and real-time #audio processing based on physical models.

  36. I've finally got a basic text input box working in #bevy for #cathode's settings window. Still want to figure out a cursor probably but I think this will do for now.

    It's hooked directly to a resource and updates that resource from the text when the user hits enter or when the field loses focus (and then sets the text to whatever the actual value ends up being). There's still some rough edges (having to manually backspace the current value to enter a new one for example) but honestly I didn't think I'd get this far
    💀

    On to attempt a dropdown menu next, I think

  37. All these "state management" solutions of the "modern web" like #Redux, Zustand or whatever try to solve state management in UI apps by introducing unfathomable amount of complexity...

    ...when in reality all you need is #Bevy's #ECS. ¯\_(ツ)_/¯

    #GUI #UI #StateManagement #DataOrientedDesign #DoD

  38. It doesnt look like much, its a "virtual pipes" based version of a fluid simulation. The win here is that it took me 2 days instead of a few weeks to get JFA working. This also has lot more futzing around with compute stages and differen buffers. This time I tried using a hacked up version of wgsl_to_wgpu to update the bindings. Big win there keeping everything in line for sure. Next up, hooking the two stages together so that I can use JFA to calculate the distance to water.

    The original repo: github.com/ScanMountGoat/wgsl_

    My hacked up version (please forgive me!) github.com/00alia00/wgsl_to_wg

    #bevy #rust #rustlang #gamedev #compute #computeshader #simulation #fluids #rendering

  39. Wahooo! Finally got #gpu #compute working with #Bevy. I'm using Jumpflood to calculate distance (right) from the seed points (left)
    I couldnt get hlsl to spirv working so after much head+desk decided to deal with wgsl. It hasnt been super straight forward but getting renderdoc working yesterday was the magic sauce :D #rust #rustlang #rendering #indie #computeshader #ScreenshotSaturday p.s I miss hlsl, its so pretty compared to glsl/wgsl!

  40. # Update!

    ---

    I've released a beginner 3d tutorial series on Bevy! Here are the basic topics covered:
    - rendering 3d meshes
    - third person camera
    - bevy inspector
    - lights
    - player movement controls

    I'd love to hear any feedback if you watch the tutorial!

    [Tutorial Link](youtube.com/watch?v=DtuqZ11RhI)

    #Bevy #Rust #3dgames #gamedev #gamedevelopment

  41. I want #cathode to have an accessible UI but every UI framework that works with #bevy seems to either be missing important features like rendering borders and/or rounded corners or not have accesskit support ​:senko_sigh:​

    Maybe I'll have to figure out how to add accesskit support on top of
    iced or something