Dekirisu 🦀
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dekirisu.com
Dekirisu 🦀
@dekirisu.com
🦀 I create games, using #rustlang and bevy!
🎭 ..and animations, mainly about IT!
🤏 JOIN Discord: discord.gg/G2RmYPmM6b
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Hello Bluesky! 👀

I'm a #rustlang developer 🦀 who also likes to do 2d animations! I'll mainly post about games I'm developing and throw smol self-made toons at you! 🤏

My art style is heavily inspired by #anime, #cartoon and #kidlit!
Just 'lost' hours of gamedev progress to PokeRogue.

Lost an extremely lucky run to a water-type #pokemon that was immune to grass - didn't know that was a thing. 🦆

(And the only moves I had left were grassy 🫡)
December 11, 2025 at 1:51 PM
🏞️ added environment variables:
🍃 temperature, rel. humidity & wind speed
🪿 they directly & indirectly influence various things:
🦫 ..like tire temp. warm-up/cool-down, grip, degradation, acceleration, etc.

#rustlang #bevyengine #gamedev #indiegame
December 7, 2025 at 6:04 PM
🔥 added tire temperatures
🪿 ..it affects grip & degradation speed
🦫 (..and indirectly other things)

#rustlang #bevyengine #gamedev #screenshotsaturday
December 6, 2025 at 12:46 PM
❄️ foggy winter styling

#rustlang #bevyengine #gamedev
December 5, 2025 at 10:03 AM
🛞 tires now have durability w/ ui
🦆 added milage ui
🐇 simpler input ui
🦫 harsh keyboard inputs can be smoothed

#rustlang #bevyengine #gamedev
December 4, 2025 at 12:05 PM
🌄 new daytime styling
🌲 new environment
🦜 reworked textures

#rustlang #bevyengine #gamedev
December 2, 2025 at 1:56 PM
Took a step back to rewrite stuff... ☠️
#rustlang #bevyengine #gamedev
November 23, 2025 at 1:05 PM
👂 made a more chill engine sound

...the one before kinda annoyed me over time 🫠

#rustlang #bevyengine #gamedev #screenshotsaturday
November 22, 2025 at 8:09 AM
✨ major shading/style rework
💫 (kinda merging all past style tests into one)
🐿️ rework of a few track barriers (the glassy ones)

#rustlang #bevyengine #gamedev
November 20, 2025 at 8:52 AM
🚗 new asphalt style
🌄 re-added a simple skybox (just a gradient)

#rustlang #bevyengine #gamedev
November 19, 2025 at 2:25 PM
👂 first try of skidding SFX
🦆 ..and suspension compression SFX
🐿️ (..or however one would call it)
🐦 made the engine sound more 'futuristic'

#rustlang #bevyengine #gamedev #sounddesign
November 18, 2025 at 8:47 AM
🛞 finished the first version of skid-marks

#rustlang #bevyengine #gamedev
November 17, 2025 at 8:47 AM
🛞 defined where & when skid-marks should be

#rustlang #bevyengine #gamedev
November 16, 2025 at 3:47 PM
Worked on deki-drive a bit!
🐦 bevy: 0.16 -> 0.17
🍃 avian3d: 0.3 -> 0.4
🦜 style changes
🛞 physics changes

#rustlang #bevyengine #gamedev #screenshotsaturday
November 15, 2025 at 6:14 PM
Rust.
November 12, 2025 at 1:35 PM
Reposted by Dekirisu 🦀
Rust 1.91.1 has been released. This point release fixes two regressions that slipped into in Rust 1.91.0: one that affects Wasm, and one that affects Cargo on illumos.

See the blog post for details: blog.rust-lang.org/2025/11/10/R...
Announcing Rust 1.91.1 | Rust Blog
Empowering everyone to build reliable and efficient software.
blog.rust-lang.org
November 10, 2025 at 8:22 PM
Also migrated my modded GltfPlugin to bevy 0.17
🦜 does the same as the original, but:
🐿️ ..has easy access points to change stuff 'on load' through a trait

🐱 github.com/dekirisu/bev...

#rustlang #bevyengine
November 8, 2025 at 9:47 AM
🐿️ changed day/night lighting

#rustlang #bevyengine #gamedev
November 7, 2025 at 8:10 AM
🦀 bevy/mevy UI Hot-Reload Experiment 🐦

Had a weird idea how to do bevy_ui hot-reload.
..without a dioxus or bevy feature 🦆

Here's a small test where only position, size & border works. 🦀

#rustlang #bevyengine
November 6, 2025 at 8:52 AM
I was wondering how it would look like when:
🦞 not using bevys pbr material
🦜 making my own material (the darker looking one)

(would 'lose' lighting/reflections etc.)

#rustlang #bevyengine #gamedev
November 5, 2025 at 2:45 PM
🐦 Mevy now works for #bevyengine v0.17 too
🐱 github.com/dekirisu/mevy
GitHub - dekirisu/mevy: Magical Bevy Macros: Simplified bevy_ui & bevy_ecs Syntax!
Magical Bevy Macros: Simplified bevy_ui & bevy_ecs Syntax! - dekirisu/mevy
github.com
November 2, 2025 at 2:49 PM
Reposted by Dekirisu 🦀
Rust 1.91.0 has been released! 🌈 🦀

This version brings you tier 1 support for aarch64-pc-windows-msvc, warnings for dangling pointers to locals, new methods on AtomicPtr, array::repeat, BTreeMap::extract_if, const TypeId::of, and more!

Check out the announcement: blog.rust-lang.org/2025/10/30/R...
Announcing Rust 1.91.0 | Rust Blog
Empowering everyone to build reliable and efficient software.
blog.rust-lang.org
October 30, 2025 at 8:21 PM
Looks almost the same, but:
🦆 less draw calls (partially custom GPU instancing)
🐇 less entities -> less transform propagation etc.
🐿️ less data cloning

🦞 downside: disabled 'indirect drawing'

#rustlang #bevyengine #gamedev
October 31, 2025 at 1:59 PM
It's crazy how much optimization-potential there is using bevy & rust 🦀

Dove a bit more into performance profiling and the engine source code - got a few ideas that should improve performance (on CPU & GPU) by quite a lot for my use case without many trade-offs (besides the development time). 🐿️
October 29, 2025 at 11:00 AM
Rare Mevy (Macros for Bevy) Update! 🦜
🦆 added a shorter UI syntax
🪁 ..inspired by TailwindCSS
🐇 ..and LSP hovers still working

🐱 github.com/dekirisu/mev...

(for bevy v0.16 still, partially works for v0.17)
#rustlang #bevyengine #gamedev
October 27, 2025 at 1:12 PM