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aillarra.bsky.social
doup
@aillarra.bsky.social
I've updated BiRP (my toy Bevy remote protocol inspector) to #bevy 0.17 and created an online version:

doup.github.io/birp/

I probably won't develop it further, but could be useful for someone. 🙃
BiRP
doup.github.io
October 23, 2025 at 1:33 PM
I'm toying with a little optimization for my #Bevy entity inspector: marker components now show at the top as pills.

The check is naive and has false positives (e.g. Frustum and VisibleEntities). I can improve it slightly but there is not much more room with the current BRP spec/implementation.
May 25, 2025 at 6:54 PM
After taking a break from BiRP (a #Bevy BRP inspector) for a couple of weeks, today I tried components editing. I got something basic working (styling will come later).

But I'm frustrated that the returned values and schema don't align, making it impossible to create something generic. 👿
May 23, 2025 at 7:15 PM
🚀 Announcing BiRP! My *read-only* #Bevy BRP Inspector is now on GitHub.

BiRP lets you inspect your game entities, components, and resources using the Bevy Remote Protocol.

Hope you find it useful! (Ah! and don't miss the mascot! 😄)

Get it here: github.com/doup/birp
May 9, 2025 at 7:38 PM
BiRP 🙃
May 5, 2025 at 9:07 PM
Few weeks ago I started a project to learn more Rust and #Dioxus. It's a *READ-ONLY* #Bevy remote inspector using the BRP protocol.

Over the past couple of days, I've done some styling inspired by the "Bevy Editor" community Figma design. I'm quite happy with the result. 🥳
May 2, 2025 at 1:04 PM
Reposted by doup
I made a video essay! It's a love letter to 3d software crammed in between several hate notes about 3d software companies. Maybe it can be something you put on in the background while you do art. :) www.youtube.com/watch?v=I4md...
For-Profit (Creative) Software
YouTube video by EndVertex
www.youtube.com
March 16, 2025 at 4:31 PM
Some more progress with the shading. The normal map is back! The skin color is configurable via the extended material and I've been toying with more vibrant colors for the rim lights.

Oh! And I remade the topology of the shoulder area which has improved the deformation… 👌

#bevy
February 20, 2025 at 3:02 PM
I've removed the (directional) rim light, and instead I'm applying the rim light in the character shader. The pros are that the ground doesn't get weird reflections anymore and each character rim light has a different hue.

Now… why is the normal map broken? 😂

#bevy
February 17, 2025 at 7:53 PM
February 13, 2025 at 5:23 PM
It's working again, I'll fix tomorrow the models orientation (they should be facing each other).

I took another approach, instead of exporting the data from inside #blender (including coodrs conversion 😵‍💫), I've exported to GLTF and then extracted the animation/pose data from there. Muuuuch simpler.
February 12, 2025 at 5:40 PM
Looks like I've broken my data exporter 🙃
#bevy #blender
February 12, 2025 at 12:04 PM
I had to rework the sculpt (for normal maps) and the weights for the skeleton, but know I'm starting to like it. I think I'll be back to the Bevy integration soon… maybe I'll give a try to Bevy Cobweb to improve the UI of my app. 🤔

(character color still pending…)

#blender #bevy
January 27, 2025 at 7:30 PM
Creepy 😬
January 16, 2025 at 6:44 PM
My #bevy project is slowly moving, I've my puppet rigged (I still need to tweak the bone weights) using #blender Rigify plugin. This is captured in Blender's viewport and it's using a kuwahara filter to give it a painterly effect.

Now I just have to import it in Bevy and do the same… 🙃
January 14, 2025 at 5:07 PM
I've just copied the code I had for the "longest path" ranking algorithm for non-compound graphs (basic Sugiyama). Not bad for a first approximation, but I still need to separate top/bottom border and base nodes into separate ranks and apply "minimum length" and "weight" constraints.
December 22, 2024 at 8:01 PM
I've made tiny progress on the graph layout implementation, I'm following more closely the "Layout of Compound Directed Graphs" paper. Now I have the "extended nesting graph" (graph hierarchy + connections) data structure ready.

Note that for each sub-graph there is a top/bottom "border" node.
December 22, 2024 at 6:41 PM
The human puppet is slowly taking shape. 👯‍♂️

I've simplified some parts and I'm not worrying so much about topology (as it's not going to be subdivided). I'll probably simplify the lower leg a little bit more. But first I want to finish the forearm and hand.

#blender
December 13, 2024 at 6:22 PM
Behold a leg! I'm trying to do clean topology… although I'm not sure if it's that important for a game asset (I'm not going to subdivide it); I suppose it's more important to have enough mesh in the parts that are going to deform? 🤔

#blender
December 9, 2024 at 7:27 PM
It's nice when the procrastination turns out productive 😅
December 5, 2024 at 11:30 PM
Some progress today. I was porting Dagre but my test graph was panicking. I've tested the same graph in Dagre and I also get an error… so maybe there is an issue in their algorithm? Weird. Anyway, I went back to the "Layout of Compound Directed Graphs" paper and I'm following that for now.
December 2, 2024 at 6:12 PM
Reposted by doup
Bevy 0.15 is out now! It features Required Components, Entity Picking, Generalized Entity Animation, Animation Masks, Curves, Function reflection, Bevy Remote Protocol, VBAO, OIT, Chromatic Aberration, Fog volumes, Better Text, Gamepads as Entities, and more!

bevyengine.org/news/bevy-0-15
Bevy 0.15
Bevy is a refreshingly simple data-driven game engine built in Rust. It is free and open-source forever!
bevyengine.org
November 29, 2024 at 9:33 PM
It's the first time I'm reading papers… it's challenging and kind-of "fun". Theme: how to layout digraphs. The basic Sugiyama is manageable… compound graphs are mind-fuck.

I'll try to port Dagre (JS) to Rust… then, if I understand what I'm doing, I'll improve it.

End goal: Bevy systems viewer. 🤘
a man in a blue shirt and tie is standing in front of a wall with papers on it .
ALT: a man in a blue shirt and tie is standing in front of a wall with papers on it .
media.tenor.com
November 29, 2024 at 6:44 PM