Vlad Batyrenko
banner
vladbat00.bsky.social
Vlad Batyrenko
@vladbat00.bsky.social
Indie Rust gamedev, author of bevy_egui, previously Stalker 2 engine/tools developer @ GSC.

https://github.com/vladbat00

Non-gamedev stuff (mostly in Ukrainian): @vladbat02.bsky.social
Fixed?.. I hope
November 13, 2025 at 5:26 PM
And with that knowledge it's now possible to plan detours of certain length! Pick a random point with a wanted detour length (from the array of sums), and then from that point find the shorted distance to your next goal (rinse and repeat).

Here's a visualised iterated process:
November 12, 2025 at 3:31 PM
You can see that on every point of our shortest path we have the total length of the shortest path (22 in this case). You can also see that there are "22" on non-highlighted points, which means that we have several options for the shortest route.

But what's up with the rest?
November 12, 2025 at 3:31 PM
So what's the trick here? First, let's try to swap our start and goal points, and see what kind of numbers we'll get.. Well, they still show shortest distances to points, but in reverse - quite expected.
Now, what if we try to take the sum of the swapped and unswapped results? 🤔
November 12, 2025 at 3:31 PM
Well, this can be useful for creating game AI, where you don't want it to be unbeatable by players.

Let's say we want to plan a short detour for the AI, but within a certain length. The shortest distances to points that we have don't quite let us calculate that straight away...
November 12, 2025 at 3:31 PM
Found an interesting use-case for Dijkstra algorithm for finding a non-ideal path. Dijkstra algorithm lets us calculate shortest distance to each point in a graph. But shortest path isn't a non-ideal one.
So how do we find a slightly worse path and why would we want to do that?🧵
November 12, 2025 at 3:31 PM
So I refactored my game systems a bit to introduce AI... And well, now I have some issues to fix 🥴
November 10, 2025 at 8:58 PM
This is now my favourite Stack Overflow question
October 29, 2025 at 11:33 AM
I recently recorded 1 hour of Mine Crawler prototype gameplay with my wife and made a short trailer ☺️

It showcases both "open-world" wandering around and the duel mode, which I've been developing for the last couple of months.

If you want to try it out, see below! 1/2
October 20, 2025 at 5:07 PM
> 58 files changed, 2588 insertions(+), 1603 deletions(-)

So it takes this much code and a week of time, and I still haven't got anything to show off yet. So here's my cat instead, she knows how to chill while also waiting
October 16, 2025 at 8:36 AM
Being able to iterate on games and UIs while running a @bevy.org app with dioxus hot-patching is MENTAL. Love it so much!

Testing in on a fractal clock example from @ernerfeldt.bsky.social's egui
October 2, 2025 at 7:56 AM
So here goes my first productive day after wisdom teeth extraction: have done some stuff for bevy_egui that I've procrastinated for a while, and fixed a pretty silly bug with duels in Mine Crawler that caused movement desync 🫣

Now it's time submit myself to my new Megabonk addiction 🙃
September 29, 2025 at 3:27 PM
I love this random nickname generator already
September 29, 2025 at 3:15 PM
This is definitely one of the random name generators of all time
September 22, 2025 at 10:50 AM
Hi! I'd like to show what I've been cooking for the last few weeks: this is a duel mode for my minesweeper-dungeon-cralwer game (don't even ask me why there's multiplayer, let alone PvP).

This is an early prototype, but I'd like to invite people for some playtesting (see below)
September 21, 2025 at 5:44 PM
✨ gamedev ✨
September 19, 2025 at 2:37 PM
Yeah I feel you fellow wheel

quaternions are hard
September 17, 2025 at 2:17 PM
Productivity's skyrocketing
September 8, 2025 at 5:48 PM
I tried a new productivity trick today: streaming on twitch 😄
Works great to avoid getting distracted (since I'm being watched 👀), had some really good progress today!

Now, this is how duel arena generation looks like (yet to sort out the bug with SW and NE directions).
September 4, 2025 at 7:25 PM
Working on a prototype of player duels in my dungeon-crawler-minesweeper game. It's turn-based, where the goal is to reach the center while avoiding mines and navigating yourself through the labyrinth.
I hope to playtest it next month after finishing layout gen, abilities and ui
September 3, 2025 at 2:41 PM
reposted this on twitter, and it marked this picture as graphic content LMAO
August 13, 2025 at 5:17 PM
well here's a visual change: so I finally updated bevy_egui and refactored my code to use separate cameras for UI and the game world, and now my game world isn't displaying 👏
August 13, 2025 at 5:13 PM
Hi! I've got some news: yesterday was my last day at GSC. I've worked on Stalker 2 for a little more than two years - that's almost nothing in the scope of gamedev projects lifespan - but man that was my most unique experience. Loved the team and /
August 1, 2025 at 9:44 AM
Brought you a little sneak peek of the next bevy_egui release ☺️

@bevy.org #egui
June 30, 2025 at 5:12 PM
So, in the web version, there appears to be a split-second delay before the explosion animation. To fix that, I had to introduce a new (barely noticeable) "Loading resources" screen, where I temporarily spawn objects with all possible meshes+materials and wait for the pipelines to fully initialise.
February 24, 2025 at 5:15 PM