dcvz
dcvz.io
dcvz
@dcvz.io
Open Source ❤️ Rust. Gamedev enthusiast experimenting with Bevy/Godot. Exploring N64 nostalgia. Building runblaze.dev 🚀
Pinned
dcvz @dcvz.io · Sep 6
With ARM64 Linux runners now being generally available for GitHub Actions thought it’s worth mentioning that Blaze has had them for a while now and at a fixed monthly cost!

runblaze.dev
Blaze | Github Action Runners
Harness the power of our Apple Silicon, Linux ARM64, and Linux x64 for faster builds at a fixed monthly price.
runblaze.dev
Really nice cover, and the art is gorgeous too! I don’t usually listen to much K-pop, but I’ve always loved music videos like this. Especially when they use custom artwork instead of anime clippings ✨

youtu.be/r7DQpYZJ3tk?...

#MV #Art #NewJeans
Cool With You (Cover) [HAPPY 2ND SONG ANNIVERSARY] | Eunkul! x @jinkychii
YouTube video by Eunkul!
youtu.be
August 21, 2025 at 6:10 AM
New godot-bevy release! 🚀 0.9.0

Some nice things in this one! A new plugin, performance boosts, new APIs and some devexp goodies. We've moved to using Bevy transforms meaning you can now make use of bevy physics plugins (Avian) ✨

Full changelog on Github 🎁

#bevyengine #godotengine #rustlang
Release v0.9.0 · bytemeadow/godot-bevy
Summary This release brings performance boosts, new APIs, and improved developer tools for smoother Godot-Bevy integration. It also adds a new plugin, enhanced transform syncing, and expanded utili...
github.com
August 12, 2025 at 8:06 PM
🎉 New godot-bevy release is live! Major improvements:

✅ Plugin-based architecture - opt in/out of plugins
✅ Multithreaded Bevy
✅ Signals now support arguments
✅ Multi-field Bundle macro support
✅ Bug fixes and general improvements

More modular, more powerful! 🚀

#bevyengine #godotengine #rustlang
Release v0.8.0 · bytemeadow/godot-bevy
Migration Guide https://bytemeadow.github.io/godot-bevy/migration/v0.7-to-v0.8.html Summary Multithreaded Bevy Performance (Breaking Change) Plugin-Based Architecture (Breaking Change) Enhanced Be...
github.com
July 15, 2025 at 8:01 PM
Haven't posted about #godotbevy in a bit, but we've been quietly grinding away! Really cool to see people building projects with it. A community has slowly been forming, and we've been fixing bugs and improving things. Still lots to do but new release coming 🔜

#godotengine #bevyengine #rustlang
July 5, 2025 at 9:43 PM
🎮 New drop: gdenv! The easiest way to install and switch between multiple Godot versions ✨

• Built with Rust for speed
• Cross-platform (macOS/Linux/Windows)
• Supports .NET/Mono builds and pre-releases

Perfect for game devs juggling multiple projects!

#godotengine #rustlang
GitHub - bytemeadow/gdenv: The best command-line tool to install and switch between multiple versions of Godot.
The best command-line tool to install and switch between multiple versions of Godot. - bytemeadow/gdenv
gdenv.bytemeadow.com
June 20, 2025 at 9:51 PM
Whoever decided at some point that the streets in Berlin should be filled with trees… thank you! 🙏 🥵
June 17, 2025 at 2:06 PM
🎉 godot-bevy v0.7.0 is out!

Release with bug fixes and improvements:

✨ Node Type Markers - Better and more efficient ECS queries
⚡ Fix Timing - Component available in Startup systems
🚀 Performance improvements

We also now have a #godotbevy book! 📖

#godotengine #bevyengine #rustlang #gamedev
Release v0.7.0 · dcvz/godot-bevy
What's Changed Update the README "Basic Usage" section & add simple Node2D movement example by @DragonAxe in #37 feat: add explicit configuration of transform sync mode by @dcvz in #44 feat(docs):...
github.com
June 14, 2025 at 11:49 PM
Recent #godotbevy question: does our library (Bevy + Rust) offer performance benefits vs just architectural ones? We don't have extensive perf tests yet, but our first one shows nice improvements: Boids in GDScript vs ECS via our lib on our main branch!

#godotengine #bevyengine #rustlang #gamedev
June 14, 2025 at 10:46 AM
🚀 New #bevy-godot release: v0.6.2 is out!

Not a breaking change — but it brings some very nice goodies:

✨ New macro for specifying bundles on custom Godot nodes
🔍 Pattern matching support in #[derive(NodeTreeView)]

More details below 👇

#godotengine #bevyengine #rustlang #gamedev
Release v0.6.2 · dcvz/godot-bevy
What's Changed macro for specifying bundles for custom Godot nodes: bevy_bundle by @dcvz in #35 pattern matching in #[derive(NodeTreeView)] by @dcvz in #35 deprecate SystemDeltaTimer and introduce...
github.com
June 8, 2025 at 9:04 AM
Experiment with something and it’s already been very useful in testing and debugging #Godot #BevyEngine
June 2, 2025 at 8:30 PM
Published bevy-godot 0.6.0! Focus: Improved Audio API inspired by @nikl.me's bevy_kira_audio ✨

- Audio channels
- Builder API
- Spatial audio (2D/3D AudioStream)
- Tweening & fade effects
- Per channel / individual sound control

#GameDev #RustLang #Godot #BevyEngine
Release v0.6.0 · dcvz/godot-bevy
What's Changed feat(audio): Improved Audio API by @dcvz in #25 Breaking The Audio API has been improved adding support for: Audio channels - Split audio into organized channels (music, SFX, etc...
github.com
May 31, 2025 at 9:50 AM
godot-bevy v0.5.0 is here! 👾

📦 AssetServer support - non-blocking Godot asset loading via asset_server.load()

🎶 New AudioManager Resource which can be used to play audio resource handles

#GameDev #RustLang #Godot #BevyEngine
Release v0.5.0 · dcvz/godot-bevy
What's Changed feat(examples): Add audio to Dodge the Creeps 2D by @dcvz in #19 fix(assets): Support AssetServer and introduce Audio API by @dcvz in #21 chore(clean): Replace CollisionWatcher with...
github.com
May 30, 2025 at 3:30 PM
Can the #Bevy AssetPlugin be configured to skip file existence validation before attempting to load assets? I'm working with a use case where assets are stored within packed or compressed archives, so the standard file system checks don't apply.
May 29, 2025 at 7:47 PM
🎮 godot-bevy v0.4.0 is here! Big updates:

✨ Cleaner scheduling - PhysicsUpdate introduced
🎯 Godot input events now flow into Bevy systems
📚 Much better docs and a few more examples

Shoutout to @reshen.bsky.social for contributing to this release! 🙌

#GameDev #RustLang #Godot #BevyEngine
Release v0.4.0 · dcvz/godot-bevy
What's Changed feat(ci): add workflow and scripts by @dcvz in #6 fix(sched): Improve Scheduling System by @dcvz in #9 chore(api): Align Transform2D by @dcvz in #8 chore(api): Use GodotNodeHandle i...
github.com
May 27, 2025 at 3:34 PM
I want to start setting up more examples for godot-bevy. Are there any in particular that folks would find useful?

#bevyengine #godotengine #rustlang
May 25, 2025 at 10:19 AM
godot-bevy 0.3.0 is out with support for signals and a more complete “dodge the creeps” example! 👾

Next up: inputs and cleaning up APIs. I’d love to get more basic examples going, so if anyone is interested, reach out or make a PR ✨

github.com/dcvz/godot-b...

#godotengine #bevyengine #rustlang
Releases · dcvz/godot-bevy
Contribute to dcvz/godot-bevy development by creating an account on GitHub.
github.com
May 22, 2025 at 10:47 PM
godot-bevy v0.2.0 is out! 🚀 Updated with automatic scene tree & collision watchers—track node changes and collisions as Bevy events. Added 2D/3D transform sync, new NodeTreeView macro, and a WIP example.

github.com/dcvz/godot-b...

#rustlang #godotengine #bevyengine
GitHub - dcvz/godot-bevy
Contribute to dcvz/godot-bevy development by creating an account on GitHub.
github.com
May 20, 2025 at 6:59 AM
To the Rust and ML enthusiasts: I'm sharing the first feature-complete (sort of) version of mlx-rs, a new crate providing idiomatic Rust bindings for MLX! Now you can harness the power of MLX while writing Rust code 🚀
GitHub - oxideai/mlx-rs: Unofficial Rust bindings to Apple's mlx framework
Unofficial Rust bindings to Apple's mlx framework. Contribute to oxideai/mlx-rs development by creating an account on GitHub.
github.com
February 4, 2025 at 5:13 PM
Great post! Because it’s impressive graphical software but also because it’s quite the enjoyable read.
January 13, 2025 at 8:18 AM
Metal backend for RT64: A few more missing things have been added! Depth sampling tested and working. Looks like it’s time to start trying it with Zelda64Recomp 🚀
December 7, 2024 at 11:40 AM
Metal backend for RT64: Fixed up being able to do pipeline switches between draw calls. Slowly the tests cover more of the Render Hardware Interface (RHI) ✨
December 2, 2024 at 7:41 AM
Depth clearing working now in the in-progress Metal backend for RT64! The issue is clearing depth (like clearing color) can specify specific rects to clear, which is not something Metal natively supports. Similar to how I did clear color, we use a custom shader and draw calls to emulate it.
December 2, 2024 at 7:10 AM
There’s finally an official Xcode plugin for GitHub Copilot

github.com/github/Copil...
GitHub - github/CopilotForXcode: Xcode extension for GitHub Copilot
Xcode extension for GitHub Copilot. Contribute to github/CopilotForXcode development by creating an account on GitHub.
github.com
October 29, 2024 at 8:54 PM
With ARM64 Linux runners now being generally available for GitHub Actions thought it’s worth mentioning that Blaze has had them for a while now and at a fixed monthly cost!

runblaze.dev
Blaze | Github Action Runners
Harness the power of our Apple Silicon, Linux ARM64, and Linux x64 for faster builds at a fixed monthly price.
runblaze.dev
September 6, 2024 at 7:15 AM