Gino Valente
ginovalente.bsky.social
Gino Valente
@ginovalente.bsky.social
💻👾☕️
Reposted by Gino Valente
Bevy 0.16 is out now! It features GPU-Driven Rendering, Procedural Atmospheric Scattering, Decals, Occlusion Culling, Relationships, Better Spawning, Unified Error Handling, `no_std`, Faster Transform Propagation, and more!

bevyengine.org/news/bevy-0-...
Bevy 0.16
Bevy is a refreshingly simple data-driven game engine built in Rust. It is free and open-source forever!
bevyengine.org
April 24, 2025 at 8:08 PM
Sometimes you spend so long contributing to a game engine that you forget why you chose that game engine in the first place.

Been spending some time playing with #bevy as a user again and wow it's amazing just how fun it is to use.

(ignore my temp assets lol)

#gamedev #bevyengine #programming
April 12, 2025 at 4:16 PM
Aaaand I’m sick. That’s okay I didn’t want to be productive today 🙃
March 30, 2025 at 6:53 PM
My son and wife are sick so it's time to write the release notes for my #bevy PR which adds reflection-based function overloading and variadics (things that don't currently exist natively in #rust) before I too succumb to the illness

github.com/bevyengine/b...
bevy_reflect: Function Overloading (Generic & Variadic Functions) by MrGVSV · Pull Request #15074 · bevyengine/bevy
Objective Currently function reflection requires users to manually monomorphize their generic functions. For example: fn add<T: Add<Output=T>>(a: T, b: T) -> T { a + b } // We h...
github.com
March 30, 2025 at 3:33 AM
How’d I do?

#rust #ferris #felting
March 14, 2025 at 5:42 PM
You ever start a "small" refactoring task only to discover you've been copying and pasting the same one line across hundreds of files but you can't stop because you're already too deep into it and oh my gosh only a few hundred more files to go I can't turn back I ca
March 13, 2025 at 5:00 AM
Just put up a new #bevy PR! This one deprecates `clone_value` and replaces it with a new `to_dynamic` method in an effort to make its behavior more explicit

github.com/bevyengine/b...
bevy_reflect: Deprecate `PartialReflect::clone_value` by MrGVSV · Pull Request #18284 · bevyengine/bevy
Objective #13432 added proper reflection-based cloning. This is a better method than cloning via clone_value for reasons detailed in the description of that PR. However, it may not be immediately a...
github.com
March 12, 2025 at 10:17 PM
With the `reflect_clone` PR merged, I kinda wanna see if we can deprecate `clone_value` in favor of a more explicitly named method (i.e. one that makes it clear we may return a dynamic type).

I'm thinking `clone_dynamic` but that might run into naming conflicts...
March 12, 2025 at 12:31 AM
Aw man, now that I have a bit more time to work on stuff, I'm suddenly filled with the desire to start a new gamedev project 😭
March 11, 2025 at 8:50 PM
I've been busy with life the past few months, but I'm hoping to get back into #reflection work for the #bevy game engine.

Tonight I think I'll try and rebase my old PR that allows type data to receive parameters!
bevy_reflect: Allow parameters to be passed to type data by MrGVSV · Pull Request #13723 · bevyengine/bevy
Objective Addresses comments regarding #7317 (note that this doesn't replace #7317, there are still some great improvements there besides this syntactical problem). There currently exist some &...
github.com
March 10, 2025 at 5:46 AM
Haven't really used social media in a long time, but I'm hoping to try and use this space to document more of my work....

.....we'll see how it goes 😅
March 10, 2025 at 5:39 AM
Hello, world!
March 9, 2025 at 11:36 PM