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Posts by Tim
Fields of Aaru is finally announced! 🌾 Our Steam page is live, and we are so incredibly grateful for all the wishlists and kind comments so far.
Yesterday was a massive day and we're officially exhausted, so today we're just sharing some chill fishing vibes. 🌅🎣
#indiegame #cozygames #gamedev
I just released version 0.6 of Avian, an ECS-driven physics engine for @bevy.org. #physics #gamedev
v0.6 features move-and-slide, joint motors, and an overhauled broad phase using BVHs, resulting in massively reduced overhead for scenes with a large number of colliders.
joonaa.dev/blog/12/avia...
What are the most common misconceptions you are seeing?
** Speaker announcement ** Want to know more about 'the love child of Rust and Markdown'? Catch Laurenz Mädje's talk 'Typst: Designing for Incrementality' at RustWeek 2026!
Info & tickets: 2026.rustweek.org/talks/laurenz/
See you in Utrecht May 18-23, 2026!
#rustweek2026 #rustlang
** Speaker announcement ** At RustWeek 2026, Nico Burns will talk about building Blitz, a new no-javascript web browser engine in Rust!
Info & tickets: 2026.rustweek.org/talks/nico/
See you in Utrecht May 18-23, 2026!
#rustweek2026 #rustlang
** Speaker announcement ** Catch Kora & Cosmo Bobak's talk 'Writing a top-10 chess engine in Rust' at RustWeek 2026!
Info & tickets: 2026.rustweek.org/talks/chess/
See you in Utrecht May 18-23, 2026!
@affinelytyped.bsky.social
#rustweek2026 #rustlang
** Speaker announcement ** At RustWeek 2026, Alona Enraght-Moon will talk about the complexities involved in writing your own tools that need information from deep inside the Rust compiler.
Info & tickets: buff.ly/9aHwJFE
See you in Utrecht May 18-23, 2026!
@alona.page
#rustweek2026 #rustlang
Bevy 0.18.1 is out now!
This is a point release containing non-breaking fixes to bugs, documentation, and the occasional tiny utility function.
github.com/bevyengine/b...
To update from Bevy 0.18.0, just run "cargo update"
The results of Bevy Jam #7 are in!
We had 310 participants, 64 submissions, and 1,331 votes!
The winner of Bevy Jam #7 is ... PvF!
kaiva-morphin.itch.io/pacmodillo-v...
And here are the jam results:
itch.io/jam/bevy-jam...
** Speaker announcement ** At RustWeek 2026, Alice Cecile makes the case for open code review: distributing responsibility and nurturing growth.
Info & tickets: 2026.rustweek.org/talks/alice-...
See you in Utrecht May 18-23, 2026!
@alice-i-cecile.bsky.social
#rustweek2026 #rustlang
Update on bsky.app/profile/jms5...:
Turns out my code was bugged, and I never actually wrote to the cache...
Fixing that reveals that the whole scheme was wrong anyways - conditionally replacing cache cells with RIS outputs does not give an unbiased/correct output.
I've been working on Exit 3A: The Game (a game about an interstate exit in Charlotte) using the #bevy game engine and got invited to a local event to showcase the game and it was really cool
Really excited about the performance benefits coming in Bevy for mega-worlds. With all my patches we're starting to be able to render millions of mesh instance entities with hundreds of thousands in view with just a handful of drawcalls.
** Speaker announcement ** At RustWeek 2026, Rose Peck will talk about units of measurement and the challenges they present in the real world.
Info & tickets: 2026.rustweek.org/talks/rose/
See you in Utrecht May 18-23, 2026!
#rustweek2026 #rustlang
🧵 I've been experimenting with caching the best lights in world space to improve NEE sampling. Inspired by ReGIR, MegaLights, and www.yiningkarlli.com/projects/cac....
i'm super excited to announce Sprinkles: a 3D GPU particle system & editor for #bevy! 💕🍩
⤷ doce.sh/blog/bevy-sp...
A screenshot of Bevy's `many_lights` stress test, showing about 8,000 small colored lights
A screenshot of the Tracy profiler showing a frame of Bevy rendering at 4.22 ms
In my GPU clustering branch, which is making its way through review, Bevy 0.19 can render ~8,000 visible lights (of 100k total) at about 200 FPS on my laptop 4070. This also adds the infrastructure for particle systems to emit lights entirely from GPU without any CPU involvement at all.
Any chess position with 8 pieces on the board and at least one pair of opposed pawns has been solved! Lichess can now tell you definitively if it's a win, loss or draw with no engine required. Read about the massive technological undertaking to accomplish this partial 8 piece tablebase on our blog:
The seventh #bevy game jam is now live! Join at itch.io/jam/bevy-jam-7
The theme, as voted by you and selected by a fair committee of rats, is "Extremely Incohesive Fever Dream".
See below for video proof of the final selection process ;)
Screenshot of a solved grid based logic puzzle of type kings/1-star. A 6x6 grid with 6 different colorful regions is filled with kings in a way that there is exactly one king in every row, column and region. Centered above the grid is a medal icon.
If you are into grid based logic puzzles like me, check out my new #bevy app with Kings (1-star) and Three in a row puzzles.
You can generate new puzzles offline and on the device. No ads or limits on how many puzzles you get per day 🥳
braingames.nikl.me/android
braingames.nikl.me/ios
Initial support for joint motors has finally landed on Avian's main branch! #bevy #physics #simulation
github.com/avianphysics/avian/pull/913
I just released version 0.5 of Avian, an ECS-driven physics engine for @bevy.org.
This is the first update under our new release process, where we publish Bevy version updates separately from feature releases.
As always, an announcement post can be found here:
joonaa.dev/blog/11/avia...
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-...
Hi #bevy! We're looking to apply for Google Summer of Code 2026, to help teach and train students and those new to #opensource.
Have a project idea that you'd like to mentor? Interested in being a mentor in general? Sign up here! docs.google.com/spreadsheets...
Use the _raw content_ link to your Cargo.toml as URL. For the path, use `$.dependencies.bevy` or `$.workspace.dependencies.bevy`, depending on your project setup.
Finally, you can set the label to "bevy" and the prefix to "v" and you're all set!
Small #bevyengine trick: You can create an automatically updating badge showcasing the Bevy version your library / app is currently using.
Simply create a [Dynamic TOML badge](shields.io/badges/dynam...)
Many-lights (100) stress test (not super usable yet, much less with 1000 lights)
16 different versions of glam in my Bevy project. The ecosystem *might* want to improve this a bit :)