Alice I Cecile
alice-i-cecile.bsky.social
Alice I Cecile
@alice-i-cecile.bsky.social
Full-time engine dev for Bevy: an open source Rust game engine.

I design games, make all manner of things, and occasionally go outside ;) Once upon a time I was a plant ecologist!
You can buy them for lizards and other cold-blooded creatures!
November 7, 2025 at 5:14 PM
Reposted by Alice I Cecile
runtime errors are (in my opinion) fundamentally worse than compile time errors
November 4, 2025 at 5:16 PM
Reposted by Alice I Cecile
6. Also, the first Rust SDK for embedded devices - esp-hal 1.0 is out. Big props to the crew who wrangled microcontrollers into speaking fluent Rust.
developer.espressif.com/blog/2025/10...
esp-hal 1.0.0 release announcement
Announcing esp-hal 1.0, the first Rust SDK for embedded devices.
developer.espressif.com
November 4, 2025 at 6:42 AM
That's all for this week~! Fun train: very migration focused in the end.

Want to help Bevy? Review some PRs! Everyone is welcome to, and it really helps us move along the excellent work already in our backlog. Get two approvals and I'll see you right back here next week ;)

See the link for tips!
How You Can Help
Bevy is a refreshingly simple data-driven game engine built in Rust. It is free and open-source forever!
bevy.org
November 3, 2025 at 6:57 PM
10. github.com/bevyengine/b...

A nice trivial PR from just before I started this merge train. Shaders are a huge topic, and tasks range in difficulty from "anyone can do this" to "experts only". Our examples should be organized to avoid terrifying the noobs <3

I agree with this change: merging!
Move manual_material to shader_advanced category by IceSentry · Pull Request #21735 · bevyengine/bevy
Objective This example is intended for advanced users Solution Move it to the shader_advanced category Testing I ran the example and it worked
github.com
November 3, 2025 at 6:57 PM
This workflow is really easy as a maintainer, and feels great as a user: you get a smooth upgrade path (as long as you only upgrade one version at a time), with your code continuing to compile and a nice migration tip right in the warning.

Strongly recommend using `deprecated` in your libraries!
November 3, 2025 at 6:57 PM
9. github.com/bevyengine/b...

Speaking of migrations: it's time for our quarterly spring cleaning (that's how it works, right?). Rust provides a lovely `deprecated` macro: warning users that they need to change their code. We keep these around for one cycle by default: now it's time to yeet!
remove deprecated APIs in 0.17 by re0312 · Pull Request #21723 · bevyengine/bevy
Objective removes all APIs that were marked as deprecated in 0.17,
github.com
November 3, 2025 at 6:57 PM
8. github.com/bevyengine/b...

A low-stakes incremental improvement: splitting out our wgsl color space shader math into its own plugin. This is *still* probably the wrong crate for it, but I'm fine to leave that alone for now. Definitely better than before and very low splash damage: merging.
Move wgsl color space utils to separate plugin by rossleonardy · Pull Request #21720 · bevyengine/bevy
Objective Color conversion functions for shaders Color conversion functions for shaders #20523 Solution Moving these wgsl functions to a separate plugin so they can be reused Users can import...
github.com
November 3, 2025 at 6:57 PM
7. github.com/bevyengine/b...

With the advent of "retained gizmos", our immediate-mode line drawing crate is... not so immediate. Our docs should reflect that. Merging as trivial.

There's broader questions of "what even is this crate", but that's a debate for another day! It's very useful but...
Remove "should be called each frame" in `GizmoBuffer` document. by kaoet · Pull Request #21717 · bevyengine/bevy
GizmoBuffer is used by both GizmoAsset and Gizmos, and the former doesn&#39;t require these methods to be calle each frame. Objective Fixes #21711 Solution Remove those lines in the document. Tes...
github.com
November 3, 2025 at 6:57 PM
Speaking of which, github.com/bevyengine/b... is a *peak* migration guide.

Clearly explains why the change was made, gives users a direct upgrade path, but warns them that this probably isn't what they should do, laying out the correct steps to take to undertake a better migration. Lovely!
November 3, 2025 at 6:57 PM
6. github.com/bevyengine/b...

A simple footgun-resistance PR, which makes me very happy we can make breaking changes in Bevy. Users *always* want an `AssetPath` in this context: simply removing the nicely named method with the wrong output and noting the migration path is great :D

Merging.
Make `LoadContext::path` return an `AssetPath` instead of `std::path::Path`. by andriyDev · Pull Request #21713 · bevyengine/bevy
Objective In Fix GLTF files being broken when loaded from custom asset sources. #21643, LoadContext::path was incorrectly being used to reference relative files. Since this was a std::path::Path i...
github.com
November 3, 2025 at 6:57 PM