Jondolf
jondolf.bsky.social
Jondolf
@jondolf.bsky.social
University student and software enthusiast, working on Avian Physics for #bevyengine. https://github.com/avianphysics/avian
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
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
Today, I finally merged simulation islands for Avian!

Islands are graph-like structures where bodies are connected via contacts or joints. They are used for sleeping and waking, which is crucial for reducing CPU overhead for large scenes with many dynamic bodies.

github.com/Jondolf/avia...
Persistent Simulation Islands by Jondolf · Pull Request #809 · Jondolf/avian
Objective Closes #578. Sleeping and waking are crucial for reducing CPU overhead for large game worlds. Up until now, Avian has used basic per-body sleeping that only allows sleeping for dynamic bo...
github.com
September 27, 2025 at 9:45 PM
Mesh slicing
September 6, 2025 at 10:35 AM
Merged an overhaul of Avian's force APIs. This one went through quite a lot of bikeshedding and numerous redesigns, but I quite like how it turned out!
github.com/Jondolf/avia...
Force Rework by Jondolf · Pull Request #770 · Jondolf/avian
Objective The current force APIs are very limited, confusing, and cumbersome to use. The "persistent" vs. "not persistent" force split is confusing. You cannot have both persis...
github.com
July 17, 2025 at 1:48 PM
Today I merged one of my personal most anticipated improvements to Avian: a parallel solver with graph coloring!
github.com/Jondolf/avia...
Parallel Solver With Graph Coloring by Jondolf · Pull Request #771 · Jondolf/avian
Objective A big step in #319. Replaces #706. Currently, Avian's constraint solver is entirely single-threaded and uses scalar operations. A naive par_iter approach is not possible with a Gauss-...
github.com
July 7, 2025 at 8:15 PM
I got to do a little game dev for once, for #bevy Jam #6! Our team's submission is Chainboom, a first-person shooter where you shoot your way through waves of exploding zombies, chaining together explosions to survive amidst the chaos.
janhohenheim.itch.io/chainboom
Chainboom by Jan Hohenheim, Mafii, Jondolf, PlsgiveMango
Shoot your way through explosive zombies!
janhohenheim.itch.io
June 9, 2025 at 9:35 AM
I just released version 0.3 of Avian, an ECS-driven #physics engine for @bevyengine.org.

Highlights include observable collision events, collision hooks, physics diagnostics, reworked contact pair management, and Bevy 0.16 support.

The announcement can be found here:
joonaa.dev/blog/08/avia...
Avian Physics 0.3 - Joona Aalto
Improved contact reporting, collision hooks, and many more collision detection updates
joonaa.dev
May 9, 2025 at 10:50 PM
Reposted by Jondolf
Swimming controls and Archimedes' principle 🛟🏊

#gamedev #indiedev #solodev #indiegame #BevyEngine
February 13, 2025 at 5:48 PM
Implemented some overengineered physics diagnostics for Avian to monitor various timers and counters in real-time, along with a pretty UI overlay for displaying them. This is very useful for profiling and optimizing Avian itself, but will also let users see what time is being spent on.
February 8, 2025 at 5:39 PM
Reposted by Jondolf
Lights On, Suspension Gone. 🫠

🐦 migrated to #bevyengine v0.15
🦅 migrated to avian3d v0.2
🦅 ..a physics engine by @jondolf.bsky.social
🐋 improved car physics
✨ added car lights
🦄 changed shading style

#rustlang #gamedev
January 30, 2025 at 5:03 PM
Just released the Avian 0.2.1 patch release, with a number of important bug fixes and small improvements. Now I can go back to focusing on implementing cool new stuff :)
github.com/Jondolf/avia...
Release v0.2.1 · Jondolf/avian
What's Changed Prevent panic when despawning entities with NoAuto components by @ramirezmike in #608 Fix effective inverse mass computation for 3D friction by @Jondolf in #609 Fix outdated mention...
github.com
January 26, 2025 at 3:13 PM
Reposted by Jondolf
While working on my game using the #bevyengine, I keep tweaking and iterating on my vehicle controller (using @jondolf.bsky.social's Avian physics) and it's getting close, I can feel it. #gamedev
January 13, 2025 at 3:59 AM
Over the past week, I've been cooking up lots of improvements to Avian's narrow phase. Contact hooks, a contact graph, bit sets for efficiently processing contact state changes, and overall better and more performant contact pair management.
December 31, 2024 at 9:50 PM
Avian is an ECS-driven physics engine for @bevyengine.org, with a focus on ergonomics and modularity.

I just released version 0.2, which includes a *ton* of new features and quality-of-life improvements. An announcement blog post with release notes can be found here: joonaa.dev/blog/07/avia...
Avian Physics 0.2 - Joona Aalto
Reworked scheduling, transform interpolation, overhauled mass properties, and more 🪶
joonaa.dev
December 21, 2024 at 12:34 AM
Heya BlueSky! I'm a university student and the author of the ECS-driven Avian physics engine for @bevyengine.org. I'll likely be posting some progress updates and cool showcases here every now and then. In fact, there's one coming right up!
December 21, 2024 at 12:31 AM