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#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. 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

  4. 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

  5. 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-

  6. 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!

  7. 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

  8. 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

  9. Another Sunday, another #BevyEngine #RustGameDev stream! Today let's do some more cleanup on our collision systems and see if we can't polish off our #LDTK integration. Join me at 3:30 PM CST!

    twitch.tv/seanicuscode

    In your timezone: everytimezone.com/s/c09205bf

    #RustLang

  10. That was fun! We learned a lot about how to use #LDTK properly with #BevyEngine and we are set up to be more productive next time.

    Recording is on YouTube: youtu.be/XI2NdWjFZpA

    How did you feel about the earlier time? Let me know in the replies.

    #RustLang #RustGameDev

  11. Software engineers should really look more into #ECS and #DataOrientedDesign architecture when designing software. This is especially useful in software systems written in #Rust.

    It is mostly used in #GameEngine's, most notably in #Bevy #BevyEngine, but is very useful outside of #GameDev, too.

    It all comes down to this:
    - separate data from behaviour
    - favor composition over inheritance

    It's the antidote to #OOP.

    #RustLang

    1/2

  12. If you are working with #bevyengine or other #rustlang (particularly GUI) development, and you want to work in #wsl, check out the guides I have written in Bevy Cheatbook: bevy-cheatbook.github.io/platf

    I show two different ways of building and running your app from WSL: cross-compilation (which is actually not that hard to set up in Linux), letting you run #windows builds of your game from #wsl, or Microsoft's #WSLg, letting you run #linux builds of your game with limited performance.

    Try it out!

  13. @chrisbiscardi Well documented cautionary tales like these are extremely helpful.
    Thank you for posting them!

    #rust #rustlang #CautionaryTale #BevyEngine #xpbd

  14. I'll be having a short live session in a few minutes. Today I'll be focusing on server/client shared functionality with #actix #awc and #BevyEngine integration.

    #gamedevelopment #indiegame #rustlang

    twitch.tv/cacomixtlelabs

  15. I'll have a short live session in a few minutes to work on the #PiRats game. Today's session will be all about integrating the websocket with #actix #awc and #bevyengine... Maybe some #crossbeam. Let's see how it goes :P

    #gamedev #indiegame #rustlang

    twitch.tv/cacomixtlelabs

  16. Unfortunately I won't be able to have a live session today :C but I'll be back tomorrow to work on the multiplayer feature. We made some great progress on yesterday's session and I'm eager to wrap it up 🥳

    #gamedev #indiegame #rustlang #actix #awc #bevyengine

  17. I'll be having a live session to work on the #PiRats game in ~5-10 min. On today's session I will try to wrap up the multiplayer integration with #actix #awc and #bevyengine

    #gamedev #indiegame #rustlang

    twitch.tv/cacomixtlelabs

  18. CW: Bevy engine specifics

    #BevyEngine TIL that if you apply a #rapier3d RigidBody component to an entity containing a Mesh as a child, then parent’s Transform scale wouldn’t affect it anymore. I guess the logic there is that the mass of the object is calculated based on volume as well, so changing scale dynamically doesn't make much sense. Still, it took me several days to figure out why scaling down the whole scene moves entities relatively to each other, but doesn't scale their meshes visually.

  19. these days, when a thing i've been working on has a visual component, i like to do 'picture book' retrospectives instead of technical blog posts. they're easier to put together, and i like to think, an easier lift for the casually interested

    so, here's a picture book of some of the interesting results I got to tinker with while implementing my most recent project, bevy_rapier_collider_gen

    #bevy #bevyengine #rapier2d #rust #rustlang #gamedev #pixelart #colliders

    drinkspiller.com/bevy-rapier-c

  20. 👋 i just released a crate for generating colliders in #bevy from images with transparency. it's a thing that makes my
    life easier when iterating on sprites and environment, hoping it could do the same for someone else out there 😄

    #bevy #bevyengine #rapier2d #rust #rustlang #gamedev #pixelart #colliders

    github.com/shnewto/bevy_rapier

  21. I started working on a coop 2d space game and wrote a devlog entry about it. Might be of interest if you're working with #bevyengine, #rustlang, 2d platforming, tilemaps, #LDtk, or procedural generation.

    johanhelsing.studio/posts/carg

    #gamedev #indiedev #cargospace #devlog