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
more cubes
January 3, 2026 at 10:28 PM
ever expanding grid of cubes. one cube per mesh shader, task shader is spawning increasing amounts of them every 5 seconds (video sped up), position of cube is defined by the global workgroup id.
January 3, 2026 at 12:11 AM
Reposted by Chris Biscardi
one more thing for today: I wrote a blog post about p5's new webgpu mode and how I see it fitting in to the p5 ecosystem going forward. www.davepagurek.com/blog/p5-webg...
WebGPU in p5.js - Dave Pagurek
www.davepagurek.com
January 1, 2026 at 9:38 PM
uv mapped (with normals too) cube generated by a mesh shader, with bevy's camera perspective applied, written to the same output as everything else.

(depth is incorrect currently)
January 2, 2026 at 6:27 PM
plumbed depth in
January 2, 2026 at 3:49 AM
Reposted by Chris Biscardi
just published an experimental crate for doing cuda interop with @bevy.org github.com/tychedelia/b...
December 29, 2025 at 10:15 PM
compute shader generated cube meshes placed into Bevy's mesh_allocator slabs controlled by a Handle in the main world.
December 30, 2025 at 3:03 AM
Reposted by Chris Biscardi
Hi #bevy :) I'm back from a brutal bout of illness (pneumonia sucks!), and feeling well enough to run a long-overdue #bevymergetrain.

#opensource waits for no man, so let's see what our little #rust #gamedev gremlins have cooked up in my absence? The release candidate is out: expect bug fixes!
December 30, 2025 at 1:18 AM
Reposted by Chris Biscardi
Many-lights (100) stress test (not super usable yet, much less with 1000 lights)
December 29, 2025 at 4:45 AM
Reposted by Chris Biscardi
New post! "Realtime Raytracing in Bevy 0.18 (Solari)"

jms55.github.io/posts/2025-1...
December 27, 2025 at 8:51 PM
the first mesh shader in bevy
December 28, 2025 at 4:04 AM
A mesh shader demo that uses the task/amplification phase to spawn an increasing number of mesh shaders which are all responsible for a single triangle on screen.

sped up 4x to make the video smaller, only went up to about 2 million triangles before I stopped recording.
December 27, 2025 at 2:57 AM
I mean I'm really more curious as to why NaN was lowercased
December 26, 2025 at 8:27 PM
Reposted by Chris Biscardi
Working on a Blender 5.0 add-on to bake large geometry nodes-based terrains with multiple LODs using voxels/chunks #b3d #gamedev
December 24, 2025 at 3:56 AM
happy holidays. here's a Bevy Beach.
December 25, 2025 at 2:38 PM
Reposted by Chris Biscardi
`iyes_progress` version 0.15.0 and `bevy_asset_loader` version 0.24.0 were published with Bevy 0.17 support.

Just in time for the first @bevy.org 0.18 release candidate ^^
crates.io: Rust Package Registry
crates.io
December 17, 2025 at 9:27 AM
Reposted by Chris Biscardi
Hi! Are you a talented 2D animator? Do you *know* a talented 2D animator? My former colleague's studio is hiring over at www.artstation.com/jobs/94g5

From my time working with Brandon, he was incredibly skilled, consistently reasonable and cared a lot about making good games. Seriously, apply!
ArtStation - Principal 2D Animator at Dead Money
Animator - Dead Money LLC - Architect of RuinLocation: Remote, Western HemisphereAbout the Project & TeamArchitect of Ruin is a hand-drawn colony survival game centered around rebuilding a temple ...
www.artstation.com
December 16, 2025 at 5:27 AM
The fact that the Bevy project is so open to reviewers is a really fantastic feature of the way the project works. It gives anyone a foothold into starting to build up expertise in a specific area they're interested in, leading to eventually being able to tackle bigger reviews and contributions.
December 14, 2025 at 8:58 PM
aoc wrapped up
December 12, 2025 at 6:23 AM
Reposted by Chris Biscardi
The Bevy Metrics dashboard is now live at metrics.bevy.org!

For each Bevy commit this tracks compile times, binary size, and runs stress tests on standardized, real gaming hardware. These are all graphed to identify historical trends and track down commits that improve or regress the state of Bevy!
Bevy Metrics
metrics.bevy.org
December 10, 2025 at 10:22 PM
Reposted by Chris Biscardi
I dusted off an old patch and landed the infrastructure for portals and mirrors in Bevy for 0.18: github.com/bevyengine/bevy/pull/13797

This builds the Lengyel oblique clip plane technique into the engine, which is the fastest way to do the clipping necessary for mirrors to work.
December 10, 2025 at 7:17 PM
ok joint constraint mostly working. One last bug for the pathological "the bone can't bend like that" folding-in-on-itself case
December 9, 2025 at 5:05 PM
Reposted by Chris Biscardi
A year ago, I sat down and did an interview with some researchers who wanted to know about how I use lockfiles (for me, while developing libraries in Rust).

Now, the research has been accepted for publication! arxiv.org/pdf/2505.04834 Nice to see that bear fruit, and it's a good read.
arxiv.org
December 9, 2025 at 5:29 AM
porting the joint constraint demo into my actual inverse kinematic crate. Running into an interesting issue with the projection causing the cone to invert, which impacts the "2d problem". not sure where or if a reflection is the right answer yet, but the rest of the logic is sound!
December 9, 2025 at 2:59 PM
Procreate Dreams 2 is out, sweeet
December 8, 2025 at 4:28 AM