@chrisbiscardi@hachyderm.io
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chrisbiscardi

@chrisbiscardi@hachyderm.io

Rust and Rust Accessories.

I do youtube: https://www.youtube.com/c/chrisbiscardi

and Rust education: https://rustadventure.dev/

This profile is from a federated server and may be incomplete. Browse more on the original instance.

chrisbiscardi, to rust
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This week in the Bevy ecosystem we see Tiny Glade ship a Steam demo, live VJ sets powered by Bevy, screen space reflections in the deferred renderer and more.

We've also got the usual showcases and a couple really interesting crate release for 2d lighting systems and gpu particles.

https://thisweekinbevy.com/issue/2024-06-03-tiny-glade-vj-performances-and-2d-lighting

#rustlang #bevyengine #gamedev

chrisbiscardi, to rust
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controller support plus 32-angles of sprite rendered out for each animation. Makes it feel much more "3d"-y even though its all 2d sprites.

isometric projection is now also being applied to the directional input and the raycasts, etc.

video/mp4

chrisbiscardi, to rust
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I'm doing a lot of Blender -> Bevy work at the moment, and I needed a way to visually check the resulting texture atlases. Hence this sprite viewer that pulls in the metadata I'm generating via python scripts and Blender.

bevy_inspector_egui on a Resource + the generated information and I can check the animation for any directionality and any animation.

video/mp4

chrisbiscardi, to random
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isometric debugging with #bevyengine gizmos

chrisbiscardi, to random
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diving back into wgpu 0.20 + winit 0.30 with a focus on referencing #bevyengine crates and connecting concepts.

chrisbiscardi,
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its all rgb anyway, why not use better colors than r=1, g=1, b=1

chrisbiscardi, to rust
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Bevy 0.14's release cycle is just getting started with the creation of the 0.14 release crew working group.

In the meantime, we've got new rendering features (God Rays and Depth of Field), cone meshing, rounded box gizmos, and more!

https://thisweekinbevy.com/issue/2024-05-20-rumblings-of-0-14-god-rays-and-depth-of-field

chrisbiscardi, to rust
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Still in need of y/z-indexing for visuals, but the collisions are working.

Colliders are defined in Tiled by visually placing vertices on the tilesheet. collider information is read when building the bevy_ecs_tilemap tilemap and translated into bevy_xpbd Colliders.

player is a kinematic rigidbody with a ellipse collider placed on a child entity. level colliders are static.

the switch plate in the middle is also a sensor, which is data added in Tiled as well.

video/mp4

chrisbiscardi, to rust
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chrisbiscardi, to rust
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This Week in Bevy: ClearCoat, new examples, and game updates

This week there are a bunch of new examples added to the repo, new additions to the StandardMaterial, and more.

Out in the wider ecosystem, we'll see 400,000 entities on a flowfield in the showcases as well as crates for networking, ui, and signals.

On top of that there are game updates from past Bevy jams, card games and more.

https://thisweekinbevy.com/issue/2024-05-13-clearcoat-new-examples-and-game-updates

chrisbiscardi, to rust
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experimental tiled integration. Seems like actual Tiled usage would take quite a bit of work to build out though.

Using bevy_ecs_tilemap at the moment. There's some z-indexing that I don't quite have a handle on yet.

#rustlang #bevyengine #gamedev

video/mp4

chrisbiscardi, to rust
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8-way sprite exported from blender, using seldom_state and leafwing_input_manager for controls and animation control. idle, running, and dashing are the only animations implemented at the moment.

Just a prototype, but happy with the way it turned out, and I got a little blender scripting in too.

#rustlang #bevyengine #gamedev

video/mp4

chrisbiscardi, to rust
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blender -> sprites -> bevy

for 8-way directional movement

#bevyengine #rustlang

a character running

chrisbiscardi, to rust
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This week in Bevy we've got some project changes relating to contributing, PR review, and the formalization of working groups, new color grading and state-management features, as well as some exciting experiments and demos.

Particularly interesting on the experimental side of things is a new crate and some experimentation with Bevy/Vello integration.

https://thisweekinbevy.com/issue/2024-05-06-vello-steamdecks-and-procedural-generation

#rustlang #bevyengine #gamedev

chrisbiscardi, to rust
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loading indicator -> "Hades" start screen Bevy demo.

I think I've learned what I wanted to from building this "Hades Start Menu" style demo. Doesn't use any Hades assets for copyright reasons, but accomplishes all of the elements in it using bevy_ui.

Still some more to do on it re: timings and such but happy with the couple custom shaders I wrote and having exported 3d animations as sprites from blender, etc for this.

video/mp4

chrisbiscardi, to rust
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This Week in Bevy 2024-04-29 - Motion Blur, Visualizations, and beautiful renders

https://thisweekinbevy.com/issue/2024-04-29-motion-blur-visualizations-and-beautiful-renders

chrisbiscardi, to rust
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If you like these images, you may like this random repo I uploaded today. At the moment, its just a demo that I pulled out of some other code at this point. 3d pixelated camera with a stylized toon shader.

https://github.com/rust-adventure/bevy_plugin_pixelate

#bevyengine #rustlang #gamedev

image/jpeg
image/jpeg

chrisbiscardi, to rust
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This Week in Bevy is very exciting this week. A tool for HDRis, Nannou's progress on their Bevy backend, Ludum Dare entries, and Bevy running on an ESP32!

https://thisweekinbevy.com/issue/2024-04-22-ludum-dare-nannou-and-esp32s

chrisbiscardi, to rust
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On stream today we worked on new game essentials for Asteroids and implemented Levels on top. Destroying all asteroids now completes a level, spawning a new set of meteors equivalent to the current level (level 2->3 in this clip).

#bevyengine #rustlang #gamedev

video/mp4

chrisbiscardi,
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Stream recording is available here, which is currently happening every Saturday morning. roughly 8AM PST ( https://everytimezone.com/s/5a29d682 ): https://www.youtube.com/watch?v=oEQ_26czg2k

chrisbiscardi, to rust
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Switched from CollidingEntities to CollisionEnded event, which allows more balls to play more stably with less tunneling.

#rustlang #bevyengine #gamedev

video/mp4

chrisbiscardi, to rust
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Took an hour or so to build out an "Infinite Pong" example. While it could be built from-scratch, I thought a really interesting angle was to explore bevy_ecs_tilemap's tile-per-entity model and adding colliders to that model.

infinite pong on a 16/9 grid

chrisbiscardi, to rust
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chrisbiscardi, to rust
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life system, particles, engine effects. Its feeling more complete every stream!

Today's stream is up now: https://youtube.com/live/Tw4lG6UEYUk

#rustlang #bevyengine #gamedev

chrisbiscardi, to rust
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My talk on Bevy's Rusty ergonomics was uploaded on the Rust Nation UK conf channel!

https://youtu.be/CnoDOc6ML0Y

#bevyengine #rustlang #gamedev

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