home.social

#bevyengine — Public Fediverse posts

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

  1. 🦜 still reworking tile/grid base
    🦫 ..(experimental) custom texture mapping
    🪿 ..this is ONE material

    #bevyengine #rustlang #gamedev

  2. 🐿️ reworking my own grid/tile system
    🐇 improved tile merging

    #bevyengine #rustlang #gamedev

  3. Migration to #bevyengine 0.18 done! 🐿️
    🐬 ..luckily less work than expected

    #rustlang #gamedev

  4. More Migrations...
    ✨ Updated my #rustlang macros for #bevyengine
    🐿️ Added feature "0.18" for mevy_ui & mevy
    🐬 ..which handles the changes to BorderRadius & LineHeight

    github.com/dekirisu/mevy

  5. Late to the party, but slowly migrating to #bevyengine 0.18 🦆

    Already migrated my bevy_gltf fork!
    I still like a #rustlang trait to configure those. 😶‍🌫️
    github.com/dekirisu/bevy_gltf_

  6. 2/ Bevy has a delightful design for its render layers—that are not commingled with physics collider masks. Entities may be in multiple layers—thank the devs! By default it has 64 render layers. That's what you'd expect for choosing u64 instead of u32, but that SmallVec adds a lot of flexibility. By default it will use one u64 on the stack, which is nice and performant, but if necessary, it can store however many u64s you need on the heap. Use 128 layers if you need to. #bevyengine #gamedev

  7. In the last few days, I've been fixing a few bugs, working on a new menu, and making the models and control surfaces more realistic.

    We also reached 32 stars on GitHub! 🥳

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

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

  8. I just published bevy_fs v0.1.0! It now features:
    - Automatic chunk loading
    - A heads-up-display in the jet
    - A little feature to rotate the sun with HJKL
    .. and much more

    expect bugs 😅

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

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

  9. I used the last few days to switch to Mapterhorn, a faster and more high-resolution elevation data API than what I used before. It improves the graphics, but it also makes my computer struggle, so I still have to do some optimisations.

    #Bevy #BevyEngine #FlightSim #GameDev #Rust #Aviation #Graphics

  10. IDLE THOUGHT: I wonder if I could make Nano-9 render to the terminal? #bevyengine #pico8 #gamedev

  11. My flight simulator is now 3 months old!!! I honestly didn't think I'd be able to work on it for so long, I normally stop these projects after a few days or weeks 😅. Thank you so much for your support here on Mastodon and on Bluesky, it helps me to keep going with this little project!

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

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

  12. New Project BloodRed (WolfBorn) devlog! 🐺🔥
    In this devlog I discussed:
    - Performance
    - Client/Server Authentication
    - New & Fixed
    - The direction for this game
    - ECS improvements

    Read it here: lupuscrystal.codeberg.page/blo

    Happy hacking!

    #gamedev #rust #bevy #bevyengine #programming #rustlang

  13. The new landing gear system and some formation lights are now implemented. The landing gear code is a huge file that makes the project more than 3000 lines big because I was too lazy to just use an animation. Maybe that paves the way for some simulated gear door failure though.

    #Bevy #BevyEngine #Rust #GameDev #FlightSim #Aviation

  14. I finished the new camera controller! It makes handling the helicopter easier because the horizon is fixed. If you try the latest version my flight simulator, you might also be able to guess what feature comes next, I already implemented a part of it.

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

    #Bevy #BevyEngine #Rust #Game #GameDev #FlightSim #Aviation

  15. New release. nano9 0.1.0-alpha.7 is a Pico-8 compatibility layer for Bevy. See CHANGELOG for details.

    Video here shows how one can add a full-screen filter to create an old TV pixelation effect.

    github.com/shanecelis/nano9 #bevyengine #gamedev #pico8

  16. New release. bevy_minibuffer 0.6.0 adds support for Bevy 0.18.

    Minibuffer is a gamedev console in the mold of vim or Emacs.

    crates.io/crates/bevy_minibuff #bevyengine #emacs #vim #gamedev

  17. There's a menu now so the aircraft you're spawning in doesn't have to be set in the settings file. I also did lots of refactoring and made flight dynamics a bit more realistic.

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

    #Bevy #BevyEngine #Rust #GameDev #FlightSim #Aviation

  18. I've made a crate greatly inspired by `egui_kittest `that should help with visual regression testing. For now I plan to use it for my game and based on that improve it, so it would take a while until it will be released on crates.io. But the repo is available here: github.com/Leinnan/bevy_ui_tes I've attached a example where it shows result of the test where UI changed between runs. It then keeps the previous result, stores the new one and the diff between them.

    #bevy #bevyengine #gamedev #rustlang

  19. I just published my first #rust #crate
    crates.io/crates/brkrs

    brkrs — a fun, playable brick-breaker #game & #learning playground

    brkrs is a real, playable Breakout/Arkanoid-style game written in #Rust 🦀 using the #bevyengine. It’s also a hands-on learning project, letting you explore:

    Spec-first development with #GitHub #speckit

    Incremental feature development through issues & PRs
    AI-assisted and agentic coding experiments
    Every feature starts as a spec, flows through an issue or PR, and ends as working Rust code. You can play the game, explore the code, and learn modern Rust/Bevy workflows all at the same time.

    Linus Torvalds said: “Talk is cheap. Show me the code.”

    brkrs lets you play, tinker, and see the specs come alive in a real game.

    The Story Behind brkrs

    I always wanted to rewrite my old Arkanoid/Breakout-style game, YaAC 🐧, in a modern game framework.

    I began by manually implementing the core gameplay foundations: reading documentation, following examples, and building a basic proof-of-concept with the essential mechanics (ball, paddle, bricks).

    It quickly became clear that doing everything manually would involve a steep learning curve and a lot of time.

    brkrs was born as a solution: a way to learn modern Rust game development, apply spec-first workflows, and experiment with AI-assisted coding, all while still having fun playing a real game.

    You can play a web version on GitHub Pages

    Key Features

    brkrs is a Breakout/Arkanoid style game implemented in Rust with the Bevy engine. It extends the classic formula with richer physics, paddle rotation, and per-level configuration.

    Classic Breakout-style gameplay: paddle, ball, bricks, and levels
    Levels are human-readable and easy to modify
    Spec-first workflow: every feature begins as a spec and ends as working Rust code
    Small, incremental PRs demonstrate the development workflow and learning path
    Crate-ready and cross-platform (desktop + WebAssembly builds)
    A fun, approachable way to learn Rust, Bevy, and modern coding practices
    github.com/cleder/brkrs

    @bevy

  20. I just published my first
    crates.io/crates/brkrs

    brkrs — a fun, playable brick-breaker & playground

    brkrs is a real, playable Breakout/Arkanoid-style game written in 🦀 using the . It’s also a hands-on learning project, letting you explore:

    Spec-first development with

    Incremental feature development through issues & PRs
    AI-assisted and agentic coding experiments
    Every feature starts as a spec, flows through an issue or PR, and ends as working Rust code. You can play the game, explore the code, and learn modern Rust/Bevy workflows all at the same time.

    Linus Torvalds said: “Talk is cheap. Show me the code.”

    brkrs lets you play, tinker, and see the specs come alive in a real game.

    The Story Behind brkrs

    I always wanted to rewrite my old Arkanoid/Breakout-style game, YaAC 🐧, in a modern game framework.

    I began by manually implementing the core gameplay foundations: reading documentation, following examples, and building a basic proof-of-concept with the essential mechanics (ball, paddle, bricks).

    It quickly became clear that doing everything manually would involve a steep learning curve and a lot of time.

    brkrs was born as a solution: a way to learn modern Rust game development, apply spec-first workflows, and experiment with AI-assisted coding, all while still having fun playing a real game.

    You can play a web version on GitHub Pages

    Key Features

    brkrs is a Breakout/Arkanoid style game implemented in Rust with the Bevy engine. It extends the classic formula with richer physics, paddle rotation, and per-level configuration.

    Classic Breakout-style gameplay: paddle, ball, bricks, and levels
    Levels are human-readable and easy to modify
    Spec-first workflow: every feature begins as a spec and ends as working Rust code
    Small, incremental PRs demonstrate the development workflow and learning path
    Crate-ready and cross-platform (desktop + WebAssembly builds)
    A fun, approachable way to learn Rust, Bevy, and modern coding practices
    github.com/cleder/brkrs

    @bevy

  21. I just published my first #rust #crate
    crates.io/crates/brkrs

    brkrs — a fun, playable brick-breaker #game & #learning playground

    brkrs is a real, playable Breakout/Arkanoid-style game written in #Rust 🦀 using the #bevyengine. It’s also a hands-on learning project, letting you explore:

    Spec-first development with #GitHub #speckit

    Incremental feature development through issues & PRs
    AI-assisted and agentic coding experiments
    Every feature starts as a spec, flows through an issue or PR, and ends as working Rust code. You can play the game, explore the code, and learn modern Rust/Bevy workflows all at the same time.

    Linus Torvalds said: “Talk is cheap. Show me the code.”

    brkrs lets you play, tinker, and see the specs come alive in a real game.

    The Story Behind brkrs

    I always wanted to rewrite my old Arkanoid/Breakout-style game, YaAC 🐧, in a modern game framework.

    I began by manually implementing the core gameplay foundations: reading documentation, following examples, and building a basic proof-of-concept with the essential mechanics (ball, paddle, bricks).

    It quickly became clear that doing everything manually would involve a steep learning curve and a lot of time.

    brkrs was born as a solution: a way to learn modern Rust game development, apply spec-first workflows, and experiment with AI-assisted coding, all while still having fun playing a real game.

    You can play a web version on GitHub Pages

    Key Features

    brkrs is a Breakout/Arkanoid style game implemented in Rust with the Bevy engine. It extends the classic formula with richer physics, paddle rotation, and per-level configuration.

    Classic Breakout-style gameplay: paddle, ball, bricks, and levels
    Levels are human-readable and easy to modify
    Spec-first workflow: every feature begins as a spec and ends as working Rust code
    Small, incremental PRs demonstrate the development workflow and learning path
    Crate-ready and cross-platform (desktop + WebAssembly builds)
    A fun, approachable way to learn Rust, Bevy, and modern coding practices
    github.com/cleder/brkrs

    @bevy

  22. 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

  23. 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

  24. I am currently implementing an Arcanoid/Breakout clone with and using github 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 😉
    @bevy

  25. 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

  26. 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

  27. Nos encanta poner noticias sobre los avances de Godot, pero lo cierto es que hay todo un mundo de bibliotecas y motores de videojuegos de código abierto por descubrir.

    Si programas en Rust y quieres iniciarte en el desarrollo de videojuegos te interesará conocer Bevy.

    Hace tan solo unos días que han publicado la versión 0.17 que incluye raytracing y DLSS entre otras mejoras:

    bevy.org/news/bevy-0-17/

    #Bevy #linuxgaming #Rust #flossgaming #gameengine #opensource #bevyengine #softwarelibre

  28. Curious about Rust on Embedded? Sign up for "Rust on Embedded", the upcoming online Elektor Academy Pro Conference on July 16th. Juraj Michálek from will showcase , and more running on Rust with no_std.

    youtube.com/watch?v=N_PrevR02kU

    👉 elektormagazine.com/news/rust-

  29. Hot patching #RustLang code? In my #BevyEngine?

    github.com/bevyengine/bevy/pul was just merged!
    Thanks to subsecond from #Dioxus, coming to Bevy 0.17, and already on main!

  30. 👀 Another sneak peek at what's coming in Slint 1.12: integration with the rust crate.
    This opens the door to combining UIs with 3D scenes from engines like Bevy 🎮🖼️
    Check out the example: 🔗 github.com/slint-ui/slint/tree

  31. With that, we have a new guide for "Community Exercises" ✨

    rustlings.rust-lang.org/commun

    You can create your own exercises and let the program manage them 😃

    I have heard that the community is thinking about creating some exercises for Bevy beginners 😉

    @alice_i_cecile @chrisbiscardi

  32. I restored the "hexagoniness" of the terrain mesh in my #bevyengine game using a custom fragment shader:

    📐 Calculate distance from fragment to nearest hexagon edge, using the fragment's world position.
    🔦 Highlight the fragment if that distance is small.

    #gamedev #rustgamedev

  33. I added 🏔️ terrain heights 🏔️ to my game. I like how it feels more immersive than a flat world. 🤩

    The triangle mesh makes it look less "hexagony" but I think I can fix that by adjusting the materials. 🎨 👨‍🎨

    #bevyengine #gamedev #rustgamedev #rustlang

  34. I've published an interactive blog post on building agent behaviour with Bevy Behave!

    🎮 🤯 Play around with a Bevy app inside the blog post.
    🧠 🌳 Learn how to build behaviour trees with Bevy Behave.
    ⭐️ 🍒 Make the agents earn points and eat tasty fruit!

    hankruiger.com/posts/bevy-beha

    #bevyengine #gamedev #rustlang #rustgamedev #bevybehave

  35. I'm sure this has been done many times before, but I'm still happy to be bit-twiddling in #shaders. The star is this line:

    (vertex_index & 3u) + (vertex_index >> 2u)

    "Give me the first two bits but add one if the third bit is set.”

    The shader generates a UV-mapped quad (right-triangle pair) from the 0 through 5 vertex indices. The screenshot code is abridged; full code is at the link.

    github.com/shanecelis/bevy/blo #gamedev #bevyengine #bittwiddling #wgsl

  36. Mind the shelves and pardon the mess!

    Setting up pathfinding and navigation for an upcoming shop management game with an attitude.

    Stay tuned for updates!

    #gamedev #shopmanagement #bevyengine

  37. Hey, hey, it’s Sunday! I’m starting a new programming project today, join me live at 1:30PM CST:

    www.youtube.com/@seancribbs

    In your time zone: everytimezone.com/s/0678475b

    #RustLang #MyElixirStatus #WeBeamTogether #BevyEngine

  38. Hey, hey, it’s Sunday! I’m starting a new programming project today, join me live at 1:30PM CST:

    www.youtube.com/@seancribbs

    In your time zone: everytimezone.com/s/0678475b

    #RustLang #MyElixirStatus #WeBeamTogether #BevyEngine

  39. UwU, I've just found out about `SystemState` in #Bevy :awesome:

    docs.rs/bevy/latest/bevy/ecs/s

    It basically allows you to circumvent (mutable) borrowing issues with `App` and `World` when you have exclusive `World` access.
    As it turns out, this is especially useful in #UnitTests. 🧪 ✅

    See next two toots for an example...

    1/3

    #BevyEngine #UnitTest #Testing #GameDev #BevyUI #UI

  40. The Fortress is an "action/shooter" of quick arithmetic thinking, written in #rustlang with #bevyengine for #GitHubGameOff 2024. It turned out not to be as good as originally imagined, but if you have no expectations and are willing to give it a try anyway: enet4.github.io/the-fortress/

  41. The Fortress is an "action/shooter" of quick arithmetic thinking, written in #rustlang with #bevyengine for #GitHubGameOff 2024. It turned out not to be as good as originally imagined, but if you have no expectations and are willing to give it a try anyway: enet4.github.io/the-fortress/

  42. The Fortress is an "action/shooter" of quick arithmetic thinking, written in with for 2024. It turned out not to be as good as originally imagined, but if you have no expectations and are willing to give it a try anyway: enet4.github.io/the-fortress/