#gamedev #rust #bevy #bevyengine #procedural #indiedev #rustlang
#gamedev #rust #bevy #bevyengine #procedural #indiedev #rustlang
crates.io/crates/map_s...
crates.io/crates/bevy_...
#gamedev #rust #bevy #bevyengine #procedural #indiedev #rustlang #avian3d #avian #map_scatter
crates.io/crates/map_s...
crates.io/crates/bevy_...
#gamedev #rust #bevy #bevyengine #procedural #indiedev #rustlang #avian3d #avian #map_scatter
#gamedev #rust #bevy #bevyengine #procedural #indiedev #rustlang #avian3d #avian #map_scatter
#gamedev #rust #bevy #bevyengine #procedural #indiedev #rustlang #avian3d #avian #map_scatter
Crate: crates.io/crates/bevy_...
Examples: github.com/morgenthum/m...
#gamedev #rust #bevy #bevyengine #procedural #indiedev #rustlang
Crate: crates.io/crates/bevy_...
Examples: github.com/morgenthum/m...
#gamedev #rust #bevy #bevyengine #procedural #indiedev #rustlang
#gamedev #rust #bevy #bevyengine #procedural #indiedev #rustlang
#gamedev #rust #bevy #bevyengine #procedural #indiedev #rustlang
Crate: crates.io/crates/map_s...
Examples: github.com/morgenthum/m...
#gamedev #rust #bevy #bevyengine #procedural #indiedev #rustlang
Crate: crates.io/crates/map_s...
Examples: github.com/morgenthum/m...
#gamedev #rust #bevy #bevyengine #procedural #indiedev #rustlang
#gamedev #rust #bevy #bevyengine #procedural #indiedev #rustlang
#gamedev #rust #bevy #bevyengine #procedural #indiedev #rustlang
#gamedev #rust #bevy #bevyengine #procedural #indiedev #rustlang
#gamedev #rust #bevy #bevyengine #procedural #indiedev #rustlang
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
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
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
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