Mario Morgenthum
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morgenthum.bsky.social
Mario Morgenthum
@morgenthum.bsky.social
Software developer 💻 and math student 🧑‍🎓
I switched my custom weather implementation to use Bevys atmosphere and sundisk features. I also added several atmosphere presets that I interpolate between during weather transitions - for example, from sunny to rainy

#gamedev #rust #bevy #bevyengine #procedural #indiedev #rustlang
November 5, 2025 at 7:52 PM
Released map_scatter and bevy_map_scatter in version 0.3.0! Serde and ron dependencies are now optional.

crates.io/crates/map_s...
crates.io/crates/bevy_...

#gamedev #rust #bevy #bevyengine #procedural #indiedev #rustlang #avian3d #avian #map_scatter
October 21, 2025 at 7:39 PM
Migrated the biome generation of Wild Spikes to bevy_map_scatter. Currently using a small scatter plan that only generates one type (one kind of tree). But everything works as expected!

#gamedev #rust #bevy #bevyengine #procedural #indiedev #rustlang #avian3d #avian #map_scatter
October 7, 2025 at 3:20 PM
After releasing map_scatter yesterday, I am working on bevy_map_scatter.

#gamedev #rust #bevy #bevyengine #procedural #indiedev #rustlang
October 1, 2025 at 5:06 PM
crates.io: Rust Package Registry
crates.io
September 30, 2025 at 6:23 PM
A more concrete example using map_scatter: a forest with natural rules, such as "willows are more likely to be near water."

#gamedev #rust #bevy #bevyengine #procedural #indiedev #rustlang
September 18, 2025 at 3:10 PM
Working on final steps - documentation and examples!

#gamedev #rust #bevy #bevyengine #procedural #indiedev #rustlang
September 17, 2025 at 3:54 PM
@bevy.org

Announcing map_scatter and bevy_map_scatter: a tiny, engine‑agnostic toolkit for rule‑based object scattering on maps. Build field‑graph rules, run multi‑stage placement, get reproducible results.

#gamedev #rust #bevy #bevyengine #procedural #indiedev #rustlang
August 28, 2025 at 6:26 PM
@bevy.org

First pass at procedural vegetation in Wild Spikes.
Poisson-disk sampling generates candidates, then a FieldGraph (EDT/SDF with gates & modifiers) bakes per-chunk+halo rasters to compute final densities.

#gamedev #rust #bevy #bevyengine #procedural #indiedev #rustlang
August 26, 2025 at 2:41 PM
April 10, 2025 at 6:49 PM