Posts by Chris Biscardi
me, running k3s on my NAS:
"dang, glad I learned docker a decade ago"
Grayscale static (essentially) in a window saying "many_cubes"
This mess is a stress test of Bevy 0.19 with 2,000,000 instances of 100,000 separate meshes. Runs at 60 FPS on my laptop.
Each of the 2M mesh instances is a separate entity. There's no special "instanced mesh" component needed; the GPU driven rendering does all the batching automatically.
Flappy Bird in Bevy 0.19 on an actual Android device
kerplunk
so coooool
finally got radiance cascades working for some laser projection mapping stuff
A good example might be an ai influenced repo I had a friend show me recently which contained a custom implementation of "crate A" as well as a dependency on "crate A"
The code runs but is otherwise not validated. Did ai "work" in that case? I think you get different responses from different people
I think that everyone has a different definition of "works" in the same way that some people approve PRs without running the code.
it merged
At long last, my Next Generation Scenes PR is out for review! This will be a huge step forward for the flexibility and usability of Bevy scenes. Stoked to finally get this in the hands of the people!
github.com/bevyengine/b...
Hi #bevy ! It's time for your weekly #bevymergetrain :D Nom-nom-nom: gobble up 8 PRs worth of #rust #gamedev goodness, as we go over the work that the community thinks is ready to merge: gist.github.com/alice-i-ceci...
Enjoy!
I've been working on re-doing the ride/cargo choosing screens in my game (it was just a black screen with a floating item before). There's still stuff I want to tweak anyway so any feedback is welcome!
#gamedev #bevyengine
Sprinkles, my GPU particle system & editor for #bevy, has reached v0.2! 🍩💕
it comes with a huge performance boost, trails system, local/global coords, new editor features / QOL improvements & more!!
⤷ full changelog: github.com/doceazedo/sp...
First point release that I prepped on my own! That was fun to learn; there's a *ton* of little process steps that are needed when operating at this scale and polish.
just got our experimental @processing.org python version running in jupyter!
Anyone have examples of Material APIs they like in an engine, or links to good talks on this topic?
Right now Bevy materials let you reuse host code (texture/buffer bindings), but customizing the default material is essentially "go to github and copy paste the entire shader". Not very modular.
different lighting choices make such huge differences.
very beginnings of some water
basically everything is "placeholder" but the core pieces are there. model/rig/animate in blender, paint in substance, animations get events that drive vfx, which means adding "speed boost" to attacks means playing the animations faster (or playing diff animations if the attack is very diff)
working on player controls a bit.
You still get (slowed) movement while playing the attack animation. If you're using a mouse you face the mouse while the attack is playing.
Its all component-based, so a charged attack could allow facing the mouse while charging before triggering.
i'm super excited to announce Sprinkles: a 3D GPU particle system & editor for #bevy! 💕🍩
⤷ doce.sh/blog/bevy-sp...
just realized while I was making the thread that I accidentally reverted some of the customizations for different enemies ion the rush to submit. The gem is supposed to be blue circle, red flames.
some random photos of the blender setup. Navigation meshes are defined in blender and get a component via skein, then spawns use bevy_rand and the navigation mesh to sample spawn locations and new positions.
The game doesn't really show off any navmesh work, but it'll be nice moving forward
health bars are also automatically spawned as a relationship for entities with a Health component. The actual rendering is handled via vertex shader for positioning and fragment shader for the lerping, which enabled "damage blocks", although the curve on the animation needs some work.
The game doesn't use any physics package. All collision is handled manually by mapping into a 2d space on the ground plane and taking advantage of bevy's built-in BoundingCircle/Aabb2d/RayCast types.
and then was able to extend those with custom shaders in bevy, which is probably most noticeable on the crystals (even though I didn't get around to programming *functionality* like protecting units in range for the crystals.
on another bright note, I handled the entire blender model, rigging, animation and substance painter asset pipelines for most assets (I forgot to do the hammer).
and that laid the groundwork for some upstream changes that will enable (hopefully) exporting action markers from blender to AnimationEvents.
For this jam I did the events manually on gltf load event.