🎭 ..and animations, mainly about IT!
🤏 JOIN Discord: discord.gg/G2RmYPmM6b
See the blog post for details: blog.rust-lang.org/2025/11/10/R...
See the blog post for details: blog.rust-lang.org/2025/11/10/R...
🦜 does the same as the original, but:
🐿️ ..has easy access points to change stuff 'on load' through a trait
🐱 github.com/dekirisu/bev...
#rustlang #bevyengine
🦜 does the same as the original, but:
🐿️ ..has easy access points to change stuff 'on load' through a trait
🐱 github.com/dekirisu/bev...
#rustlang #bevyengine
Had a weird idea how to do bevy_ui hot-reload.
..without a dioxus or bevy feature 🦆
Here's a small test where only position, size & border works. 🦀
#rustlang #bevyengine
Had a weird idea how to do bevy_ui hot-reload.
..without a dioxus or bevy feature 🦆
Here's a small test where only position, size & border works. 🦀
#rustlang #bevyengine
🦞 not using bevys pbr material
🦜 making my own material (the darker looking one)
(would 'lose' lighting/reflections etc.)
#rustlang #bevyengine #gamedev
🦞 not using bevys pbr material
🦜 making my own material (the darker looking one)
(would 'lose' lighting/reflections etc.)
#rustlang #bevyengine #gamedev
This version brings you tier 1 support for aarch64-pc-windows-msvc, warnings for dangling pointers to locals, new methods on AtomicPtr, array::repeat, BTreeMap::extract_if, const TypeId::of, and more!
Check out the announcement: blog.rust-lang.org/2025/10/30/R...
This version brings you tier 1 support for aarch64-pc-windows-msvc, warnings for dangling pointers to locals, new methods on AtomicPtr, array::repeat, BTreeMap::extract_if, const TypeId::of, and more!
Check out the announcement: blog.rust-lang.org/2025/10/30/R...
🦆 less draw calls (partially custom GPU instancing)
🐇 less entities -> less transform propagation etc.
🐿️ less data cloning
🦞 downside: disabled 'indirect drawing'
#rustlang #bevyengine #gamedev
🦆 less draw calls (partially custom GPU instancing)
🐇 less entities -> less transform propagation etc.
🐿️ less data cloning
🦞 downside: disabled 'indirect drawing'
#rustlang #bevyengine #gamedev
Dove a bit more into performance profiling and the engine source code - got a few ideas that should improve performance (on CPU & GPU) by quite a lot for my use case without many trade-offs (besides the development time). 🐿️
Dove a bit more into performance profiling and the engine source code - got a few ideas that should improve performance (on CPU & GPU) by quite a lot for my use case without many trade-offs (besides the development time). 🐿️
🦆 added a shorter UI syntax
🪁 ..inspired by TailwindCSS
🐇 ..and LSP hovers still working
🐱 github.com/dekirisu/mev...
(for bevy v0.16 still, partially works for v0.17)
#rustlang #bevyengine #gamedev
🦆 added a shorter UI syntax
🪁 ..inspired by TailwindCSS
🐇 ..and LSP hovers still working
🐱 github.com/dekirisu/mev...
(for bevy v0.16 still, partially works for v0.17)
#rustlang #bevyengine #gamedev
🐿️ more physically 'correct'
🦆 A LOT cheaper (performance)
🐇 optimized for A LOT of wobbles
(still on bevy v0.16, will stay for a while 😊)
#rustlang #bevyengine #gamedev #screenshotsaturday
🐿️ more physically 'correct'
🦆 A LOT cheaper (performance)
🐇 optimized for A LOT of wobbles
(still on bevy v0.16, will stay for a while 😊)
#rustlang #bevyengine #gamedev #screenshotsaturday
bevy.org/news/bevy-0-17
bevy.org/news/bevy-0-17
Don't miss this *adorable* animation in the release notes, courtesy of the amazingly talented @dekirisu.com
Check it out here:
github.com/obi1kenobi/c...
#rust #rustlang #semver
🐿️ re-added path lamps
🦚 adjusted 'color base'
#rustlang #bevyengine #gamedev #screenshotsaturday
🐿️ re-added path lamps
🦚 adjusted 'color base'
#rustlang #bevyengine #gamedev #screenshotsaturday
🐢 wearing shields on the back is a thing
#rustlang #bevyengine #gamedev
🐢 wearing shields on the back is a thing
#rustlang #bevyengine #gamedev
I'll try different styles over time (but still keeping the vibe) 😊
#rustlang #bevyengine #gamedev
I'll try different styles over time (but still keeping the vibe) 😊
#rustlang #bevyengine #gamedev
🌷 grass & flowers are reacting to it
📅 tomorrow: a short forward dash 💨
#rustlang #bevyengine #gamedev #screenshotsaturday
🌷 grass & flowers are reacting to it
📅 tomorrow: a short forward dash 💨
#rustlang #bevyengine #gamedev #screenshotsaturday
🐇 ..all of them can be sliced too
📅 tomorrow: plants react to the sword swing's airflow (again)
#rustlang #bevyengine #gamedev
🐇 ..all of them can be sliced too
📅 tomorrow: plants react to the sword swing's airflow (again)
#rustlang #bevyengine #gamedev
🪿 ..when sliced, their flower heads will fly off
🦫 ..(roughly) in swing direction
🦜 ..and the ground reacting to bounces
#rustlang #bevyengine #gamedev
🪿 ..when sliced, their flower heads will fly off
🦫 ..(roughly) in swing direction
🦜 ..and the ground reacting to bounces
#rustlang #bevyengine #gamedev
🦊 Kyu (the pet) now uses it as movement
#rustlang #bevyengine #gamedev
🦊 Kyu (the pet) now uses it as movement
#rustlang #bevyengine #gamedev