Chris Biscardi
@chrisbiscardi.bsky.social
Rustlang and Rustlang accessories
* YouTube: https://www.youtube.com/@chrisbiscardi
* Learn Rust: https://www.rustadventure.dev/
* Rust Discord: https://discord.gg/GJ5UfxzUcP
* Party Corgi Content Discord: https://discord.gg/partycorgi
* YouTube: https://www.youtube.com/@chrisbiscardi
* Learn Rust: https://www.rustadventure.dev/
* Rust Discord: https://discord.gg/GJ5UfxzUcP
* Party Corgi Content Discord: https://discord.gg/partycorgi
3d axis rotations are looking pretty ok now
November 12, 2025 at 6:47 AM
3d axis rotations are looking pretty ok now
made the inverse kinematics leap to 3d.
November 9, 2025 at 12:22 PM
made the inverse kinematics leap to 3d.
Figured out the proper transform+rotation for the IK in bevy, then slapped some meshes on the bones
November 8, 2025 at 8:00 PM
Figured out the proper transform+rotation for the IK in bevy, then slapped some meshes on the bones
First attempt at inverse kinematics using FABRIK with Bevy. Goal is spiders and turrets in 3d.
November 7, 2025 at 9:27 PM
First attempt at inverse kinematics using FABRIK with Bevy. Goal is spiders and turrets in 3d.
2d visibility mesh, passed into a post-process shader and obscuring non-visible areas
October 21, 2025 at 8:05 PM
2d visibility mesh, passed into a post-process shader and obscuring non-visible areas
and with rnadom shapes
October 19, 2025 at 1:27 AM
and with rnadom shapes
progress on the 2d visibility mesh demo.
We built out raytracing from scratch, now just need to take advantage of it to fill in the rest of the triangles
We built out raytracing from scratch, now just need to take advantage of it to fill in the rest of the triangles
October 18, 2025 at 11:01 PM
progress on the 2d visibility mesh demo.
We built out raytracing from scratch, now just need to take advantage of it to fill in the rest of the triangles
We built out raytracing from scratch, now just need to take advantage of it to fill in the rest of the triangles
video of data being inserted on a component
October 16, 2025 at 11:21 PM
video of data being inserted on a component
A quick visibility mesh implementation in bevy.
Sort vertices globally by angle relative to player, iterate, and build mesh. repeatedly .insert_attribute visibility mesh positions on a Mesh every frame.
Sort vertices globally by angle relative to player, iterate, and build mesh. repeatedly .insert_attribute visibility mesh positions on a Mesh every frame.
October 14, 2025 at 9:00 PM
A quick visibility mesh implementation in bevy.
Sort vertices globally by angle relative to player, iterate, and build mesh. repeatedly .insert_attribute visibility mesh positions on a Mesh every frame.
Sort vertices globally by angle relative to player, iterate, and build mesh. repeatedly .insert_attribute visibility mesh positions on a Mesh every frame.
experimenting with the view transitions apis
September 16, 2025 at 3:26 AM
experimenting with the view transitions apis