Chris Biscardi
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chrisbiscardi.bsky.social
Chris Biscardi
@chrisbiscardi.bsky.social
Rustlang and Rustlang accessories

* YouTube: https://www.youtube.com/@chrisbiscardi
* Learn Rust: https://www.rustadventure.dev/
* Rust Discord: https://discord.gg/GJ5UfxzUcP
* Party Corgi Content Discord: https://discord.gg/partycorgi
might have gotten a little carried away
November 11, 2025 at 7:08 AM
Reposted by Chris Biscardi
did some pretty cool network stuff today to improve the devex of my #bevy laptop/desktop server setup. it feels just like it's running locally!

here's an example of it running in real-time with SIGINT support. Left side is local (laptop), right side is zed connected via ssh to my host (desktop)
November 11, 2025 at 2:23 AM
made the inverse kinematics leap to 3d.
November 9, 2025 at 12:22 PM
Figured out the proper transform+rotation for the IK in bevy, then slapped some meshes on the bones
November 8, 2025 at 8:00 PM
First attempt at inverse kinematics using FABRIK with Bevy. Goal is spiders and turrets in 3d.
November 7, 2025 at 9:27 PM
I just switched my personal site over to typst and removed all markdown content.

www.christopherbiscardi.com/i-use-typst-...
I use Typst now
This site uses Typst for its content, and so do my videos, and everything else
www.christopherbiscardi.com
November 6, 2025 at 10:08 PM
lightmap baking scripts for skein making some progress
November 5, 2025 at 10:00 PM
Bevy lookin good
October 28, 2025 at 5:29 PM
Reposted by Chris Biscardi
I've updated Extreme Bevy, my tutorial series on creating a p2p web game to Bevy 0.17.

I also added a brand new chapter on sprite animations. It's starting to look like a real game now :)

Playable embeds at the end

johanhelsing.studio/posts/extrem...

#bevyengine #rustlang #gamedev
Extreme Bevy 6: Sprite animations
In this part, we'll add sprites for our main characters and animate them.
johanhelsing.studio
October 25, 2025 at 5:39 PM
updated the low-poly terrain chunk management demo to 0.17 and made it use bevy_malek_async, which is *awesome*.

github.com/rust-adventu...
October 25, 2025 at 11:12 PM
2d visibility mesh, passed into a post-process shader and obscuring non-visible areas
October 21, 2025 at 8:05 PM
jeez I have scripts and workshops that I completely wrote, finished, and forgot to ever publish.
October 20, 2025 at 11:14 PM
progress on the 2d visibility mesh demo.

We built out raytracing from scratch, now just need to take advantage of it to fill in the rest of the triangles
October 18, 2025 at 11:01 PM
Reposted by Chris Biscardi
Avian is getting pretty big nowadays! To mark the start of a new release cycle, I spent some time improving our processes moving forward.

Notably, Avian now stores migration guides in-repo, similar to Bevy:
github.com/avianphysics...
Store migration guides in the repository by Jondolf · Pull Request #867 · avianphysics/avian
Objective Closes #742. Until now, we have had the following process: Each PR that has a breaking change is marked with C-Breaking-Change, and gets a ## Migration Guide section At the end of the re...
github.com
October 18, 2025 at 6:16 PM
there's so much cool ui in pokemon za
October 18, 2025 at 9:20 PM
Cinnog is what I use for This Week in Bevy.

thisweekinbevy.com
The experimental static site generator Cinnog is now updated to #leptos 0.8 and #bevy ECS 0.17

Write static sites with in Leptos island mode. Bevy ECS is used as a data layer that can be queried with "normal" rust code.

github.com/NiklasEi/cin...
GitHub - NiklasEi/cinnog: Experimental static site generator using Leptos with Bevy ECS as a data layer
Experimental static site generator using Leptos with Bevy ECS as a data layer - NiklasEi/cinnog
github.com
October 18, 2025 at 2:18 PM
Observer filters in Bevy with EntityCommandsTrigger doesn't do what most people expect it to. Here's some experimentation in enabling `On` style observers to power the separation of observer functions that target different types of entities

www.christopherbiscardi.com/bevy-observe...
Bevy Observer Filters
Using On<Event, Filter> for fun and profit
www.christopherbiscardi.com
October 17, 2025 at 2:37 PM
Work in progress support for Vec<String> component data in Skein/Blender.

Supporting arrays in Blender is a whole heap of custom handling (you can't just say "this is an array, thanks"), but the full lifecycle is working from component definition, to ui, to gltf data now.
October 16, 2025 at 11:20 PM
understatement of the decade
October 16, 2025 at 12:56 PM
Reposted by Chris Biscardi
This has been my side project for more than a year now. I am very exited for Typst and think that it deserves a lot more usage in business software.

Give Oicana a try and let me know what you think 😊
Tired of slow, clunky PDF templating with vendor lock-in?

We were too. That's why Oicana is built on the open source typesetter @typst.app.

Get lightning-fast renders of complex, data-driven PDFs in your frontend, backend or anywhere in-between.

#devtools #pdf #templating
October 14, 2025 at 7:28 PM
skein is up on the bevy assets page woo

bevy.org/assets/
October 14, 2025 at 9:41 PM
A quick visibility mesh implementation in bevy.

Sort vertices globally by angle relative to player, iterate, and build mesh. repeatedly .insert_attribute visibility mesh positions on a Mesh every frame.
October 14, 2025 at 9:00 PM
some notes on using ktx2. My use case lately has been to pack and compress substance designer textures, for which kram has become my go-to tool.

www.christopherbiscardi.com/substance-de...
Substance Designer and KTX2
Outputting textures from Substance Designer and converting with ktx2
www.christopherbiscardi.com
October 14, 2025 at 1:06 PM
Reposted by Chris Biscardi
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...
Avian Physics 0.4 - Joona Aalto
Massive performance improvements, and overhauled forces and joints
joonaa.dev
October 13, 2025 at 12:09 PM
"oh I'll make a video on mipmaps"

:later:

So if you export from substance and run the output through the ktx2 CLI you can then run it through kram with specific block compression settings per data type...
October 9, 2025 at 5:19 PM