Hey everyone. The Allumeria Steam page is currently down because Microsoft has filed a false DMCA claim on it. They sent an email earlier today claiming that this screenshot infringes on their copyright. I am taking a moment to figure out what my path is going forward, will update soon. #gamedev
Posts by Lemonzy
Your post is now ours! ๐
bsky.app/profile/alic...
Bevy 0.18 is out now!
It features Atmosphere Occlusion and PBR Shading, Generalized Atmospheric Scattering Media, Solari features, PBR Fixes, Font Variations, Automatic Directional Navigation, Fullscreen Materials, Cargo Feature Collections, Camera Controllers, and more!
bevy.org/news/bevy-0-...
I just released my video about the engine (and game) I've been working on.
The engine is based on dynamic SDFs, and the video describes how it works and what it makes possible.
Link in the reply!
This is my first YouTube video and it took forever - please repost!
I've been hard at work replacing the atmosphere renderer with a new one based Bevy's atmosphere implementation. It does not only look better, but is also quite a bit more performant!
#bevy #gamedev
Thank you ๐
The screenshots look beautiful.
New key art for the game Hytale featuring 3 adventurers approaching an ominous, cursed-looking portal.
Hytale is saved.
New Blog Post LIVE -> hytale.com/news/2025/11...
If the server is also a client, I can use compute shaders, but if it's a dedicated server, I'll need to maintain a CPU version of my generation algorithm to do server-side checks of client actions ๐ฌ
In any case, I'm glad you don't notice any apparent delay.
Thanks for your answer. I asked this question because I'm hesitant to transfer all my voxel generation and meshing to the GPU. But this has many drawbacks: complex pipelines compared to the CPU version, the physics needs readbacks, and I have to make it compatible with networking.
Do you notice any latency due to these readbacks?
I think @acerola.gg has something to say about this :D
It was fun to get it working properly ๐
Bevy 0.15 is out now! It features Required Components, Entity Picking, Generalized Entity Animation, Animation Masks, Curves, Function reflection, Bevy Remote Protocol, VBAO, OIT, Chromatic Aberration, Fog volumes, Better Text, Gamepads as Entities, and more!
bevyengine.org/news/bevy-0-15
Wow, 1 draw call is impressive. Good job!
about to emerge from the terrain rendering rabbit hole
who would have thought that rendering a planet would be so much work. not me
Awesome! I assume you're using 6 quadtrees? Do you use big_space to handle this scale or is it custom made?