#bevyengine
I tried out the luminance tracking, works great! github.com/bevyengine/b...

Now I might be able to get ReSTIR GI validation rays working and further decrease the lag (before the cache was not stable enough to validate against)
Solari: More reactive world cache by JMS55 · Pull Request #21810 · bevyengine/bevy
Thanks to Guillaume Boissé, the world cache is both more stable in static scenarios, and more reactive in dynamic scenarios! https://bsky.app/profile/gboisse.bsky.social/post/3m5blga3ftk2a
github.com
November 11, 2025 at 10:24 PM
Testing out what #bevy has to offer in terms of nav-mesh package.

Using rerecast, landmass and avian + some custom steering, not too bad for a start.

#indiegamedev, #gamedev, #bevyengine
November 11, 2025 at 2:49 PM
Also migrated my modded GltfPlugin to bevy 0.17
🦜 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
November 8, 2025 at 9:47 AM
New note about Bevy, this time some tips on how to get bevy to run on Android devices and how to handle at least some of the potential pitfalls: https:// mevlyshkin.com/notes/bevy-andr oid-setup/ # bevy # bevyengine # rustlang # indiedev # mobile # android # gamedev

Interest | Match | Feed
Origin
mastodon.gamedev.place
November 7, 2025 at 3:53 PM
New note about Bevy, this time some tips on how to get bevy to run on Android devices and how to handle at least some of the potential pitfalls: https://mevlyshkin.com/notes/bevy-android-setup/

#bevy #bevyengine #rustlang #indiedev #mobile #android #gamedev
Bevy Android Setup
Getting bevy game to run on Android
mevlyshkin.com
November 7, 2025 at 3:48 PM
🐿️ changed day/night lighting

#rustlang #bevyengine #gamedev
November 7, 2025 at 8:10 AM
Simulation with rigid bodies of various shapes and densities. #bevyengine
November 6, 2025 at 1:09 PM
🦀 bevy/mevy UI Hot-Reload Experiment 🐦

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
November 6, 2025 at 8:52 AM
I switched my custom weather implementation to use Bevys atmosphere and sundisk features. I also added several atmosphere presets that I interpolate between during weather transitions - for example, from sunny to rainy

#gamedev #rust #bevy #bevyengine #procedural #indiedev #rustlang
November 5, 2025 at 7:52 PM
I was wondering how it would look like when:
🦞 not using bevys pbr material
🦜 making my own material (the darker looking one)

(would 'lose' lighting/reflections etc.)

#rustlang #bevyengine #gamedev
November 5, 2025 at 2:45 PM
Voxel Game Showcase
YouTube video by TheGrimsey
www.youtube.com
November 3, 2025 at 7:14 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
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
5. github.com/bevyengine/b...

A tricky dependency bump of taffy by a new contributor. Very nicely done, and I really appreciate the help from nicoburns, who is the primary maintainer of the UI layout crate that we're upgrading. Excellent: it'll be good to have those fixes. Merging.
Update taffy to 0.9 and fix Grid errors #21240 by rossleonardy · Pull Request #21672 · bevyengine/bevy
Objective Css grid cell spanning (GridPlacement) produces incorrect layout #21240 Update taffy to 0.9.1 and grid placement with start and ends works again. Solution I had to make some rather un-e...
github.com
November 3, 2025 at 6:57 PM
4. github.com/bevyengine/b...

A nice smol rendering docs PR! Documenting the expected range and coordinate system of your numbers is very useful.

Merging.
document MotionVectorPrepass better by atlv24 · Pull Request #21671 · bevyengine/bevy
Objective document MotionVectorPrepass better Solution mostly based off the docs in https://github.com/bevyengine/bevy/blob/main/crates/bevy_pbr/src/prepass/prepass.wgsl#L199 Testing its docs
github.com
November 3, 2025 at 6:57 PM
3. github.com/bevyengine/b...

Another of the million little features that UI needs: nodes that do not move when you scroll them. Great for "frozen" column/rows, but commonly used for things like a sidebar table of contents.

Shockingly simple, but very useful. Merging, with a release note :D
Add sticky ui nodes by PPakalns · Pull Request #21648 · bevyengine/bevy
Objective Add UI nodes that can be used as sticky row, column headers. Solution Add ui nodes that ignore parent node scroll position. This approach only allows for row, column headers that are loca...
github.com
November 3, 2025 at 6:57 PM
2. github.com/bevyengine/b...

Another rendering PR: this one I *can* understand! I've spent a lot of my professional life twiddling curves, first in ecology and then in game dev. Intuitive forms of the same equation make a big difference for understanding!
Tweak exponential falloff in `ScatteringTerm` by ecoskey · Pull Request #21644 · bevyengine/bevy
Objective current exponential falloff parametrization isn&#39;t intuitive, strays from previous &quot;scale height&quot; parametrization common in atmospheric scattering literature Solution Switch...
github.com
November 3, 2025 at 6:57 PM
1. github.com/bevyengine/b...

This PR demonstrates an interesting phenomenon: what do you do if a PR is above your current knowledge level? I know what materials are, and have a fuzzy understanding of draw functions and instancing. But could I write this change? Absolutely not!
make material draw functions instance independent by ecoskey · Pull Request #21021 · bevyengine/bevy
Objective To separate &quot;static&quot; material data into a separate struct, draw functions can&#39;t vary per material instance Solution Make draw function labels 1:1 with render phases, and ...
github.com
November 3, 2025 at 6:57 PM
2D fluid simulation work in progress.
github.com/narasan49/be...
#bevyengine
November 2, 2025 at 2:57 PM
🐦 Mevy now works for #bevyengine v0.17 too
🐱 github.com/dekirisu/mevy
GitHub - dekirisu/mevy: Magical Bevy Macros: Simplified bevy_ui & bevy_ecs Syntax!
Magical Bevy Macros: Simplified bevy_ui & bevy_ecs Syntax! - dekirisu/mevy
github.com
November 2, 2025 at 2:49 PM
Looks almost the same, but:
🦆 less draw calls (partially custom GPU instancing)
🐇 less entities -> less transform propagation etc.
🐿️ less data cloning

🦞 downside: disabled 'indirect drawing'

#rustlang #bevyengine #gamedev
October 31, 2025 at 1:59 PM