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Posts by Patrick Walton

FWIW the issue that #23713 is more subtle than something that could have been caught with more testing. It was long-standing design-level confusion over what our policy should be when rendering shadow maps. It might have even dated back to before I started contributing, not sure...

4 hours ago 5 0 0 0
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Bevy 0.19 is releasing soon, which means it's time for a blog post! jms55.github.io/posts/2026-0...

1 week ago 57 7 0 0

Yep! It's literally just the `many_cubes` code in the repo.

4 days ago 1 0 1 0
Grayscale static (essentially) in a window saying "many_cubes"

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.

6 days ago 132 7 2 1

A graphical frontend to Nushell in which you can drag in commands to create pipelines might be, like, the ideal form of visual programming. It might even be not terrible on a phone for “I need to format this data real quick” throwaway stuff.

3 weeks ago 17 0 3 0

Been a while since I had a good old fashioned LL vs. LR vs. PEG debate

(LR is the best, don't @ me)

1 month ago 18 1 1 0

Gone too long without saying this so to reiterate yet again:
• Reference counting does not prevent GC pauses; you can deallocate a lot of objects at once
• It is possible to write RC that cleans up cycles and as a user you should demand this
• Most tracing GCs are bad and you should demand better

1 month ago 19 0 2 0

Maybe it's just me, but it feels like, more than any project I've worked on, the Discourse around Bevy is disproportionately just incorrect.
Not sure if it's because:
* Bevy moves so fast (aside from the editor);
* Bevy is relatively niche;
* Gamedev attracts a lot of confidently incorrect people

1 month ago 44 4 7 0

Often times when people say "oh, there's room for X and Y to coexist", that's just wishful thinking and either X or Y ends up totally displacing the other in the end. But regarding Go and Rust, that's actually ended up being true! Definitely a nice outcome.

1 month ago 19 0 1 0
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e.g. You do leave some performance on the table if you don't use meshlets in Bevy, but you keep the workflow artists are used to, and you still get quite good perf, though not the absolute best. UE5's philosophy is "just use Nanite"--they're all in on the high end.

Both philosophies are defensible.

1 month ago 2 0 0 0

I'd say Bevy has a different philosophy. Unreal achieves megaworld scale by introducing new opt-in systems (Nanite, MassEntity) that are radical overhauls, while keeping the old as the default case. Bevy tends to focus on making the default systems as fast as possible.

1 month ago 1 0 1 0

My goal is to make Bevy "just work" when scaling to millions of entities. You shouldn't have to use a special DOTS/MassEntity/etc. system to scale. There's just one kind of entity, and the ECS scales seamlessly from small to large.

1 month ago 45 0 0 0

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.

1 month ago 91 7 2 0
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🧵 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....

2 months ago 48 7 1 1

hacked and adapted Bevy's existing atmosphere support in last night, re-enabled lighting, and made a few more tweaks. enjoy some sunsets #bevy

2 months ago 67 7 3 2
A screenshot of the Nsight profiler, showing that the GPU clustering takes 108.736 μs

A screenshot of the Nsight profiler, showing that the GPU clustering takes 108.736 μs

The GPU clustering itself runs at about 110 μs, a speedup of 30x over Bevy 0.18 on this stress test. It automatically resizes the clusters as necessary for best performance. There are no arbitrary limits on the number of lights or clusters. The same system handles light probes and decals too.

2 months ago 12 0 0 0
A screenshot of Bevy's `many_lights` stress test, showing about 8,000 small colored lights

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

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.

2 months ago 78 6 1 0
These findings, combined with the general messaging of “we’re an engine made for our users and contributors, not an engine made for our own goals” (paraphrased heavily), gives me the impression that there is no plan. Godot will have the features people decide to build for themselves, or the features that lots of people ask for, on some sort of timeline. And even if you make a feature, there’s no guarantee it will get merged, even if it is highly upvoted. This doesn’t have to be a bad thing, but it does mean you can’t expect from Godot the sort of steady, planned, expected updates you can expect from a professional software company. This is a risk, and one that should not be dismissed out of hand if you’re a games company that needs to ship your game to pay the bills. Consider carefully whether or not you’re comfortable needing to review changes before taking new versions, or taking what is in the engine right now with no guarantee vague future promises will materialise, because that is the worst case scenario of this sort of development. (To be perfectly clear I am not saying this will come to pass with Godot, just that with their current structure it is very possible, and would leave you with no recourse).

These findings, combined with the general messaging of “we’re an engine made for our users and contributors, not an engine made for our own goals” (paraphrased heavily), gives me the impression that there is no plan. Godot will have the features people decide to build for themselves, or the features that lots of people ask for, on some sort of timeline. And even if you make a feature, there’s no guarantee it will get merged, even if it is highly upvoted. This doesn’t have to be a bad thing, but it does mean you can’t expect from Godot the sort of steady, planned, expected updates you can expect from a professional software company. This is a risk, and one that should not be dismissed out of hand if you’re a games company that needs to ship your game to pay the bills. Consider carefully whether or not you’re comfortable needing to review changes before taking new versions, or taking what is in the engine right now with no guarantee vague future promises will materialise, because that is the worst case scenario of this sort of development. (To be perfectly clear I am not saying this will come to pass with Godot, just that with their current structure it is very possible, and would leave you with no recourse).

I'm taking no position on the technical merits of Godot here, but I will say that this is the exact kind of thing people used to say about GCC right up until it and LLVM killed all the other compilers because they couldn't keep up.

2 months ago 29 1 1 0
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Implement gradual falloff and blending for light probes. by pcwalton · Pull Request #22610 · bevyengine/bevy Currently, if a fragment overlaps multiple reflection probes and/or irradiance volumes, Bevy arbitrarily chooses one to provide diffuse and/or specular light. This is unsightly. The standard approa...

Landed light probe falloff and blending in Bevy 0.19: github.com/bevyengine/b...

Along with parallax correction, I think that's the last of the features that are needed to make light probes really usable. Still would be nice to have in-engine baking, of course.

2 months ago 30 5 0 0
8.1.6 Quadrigraphs

When writing an Autoconf macro you may occasionally need to generate special characters that are difficult to express with the standard Autoconf quoting rules. For example, you may need to output the regular expression ‘[^[]’, which matches any character other than ‘[’. This expression contains unbalanced brackets so it cannot be put easily into an M4 macro.

Additionally, there are a few m4sugar macros (such as m4_split and m4_expand) which internally use special markers in addition to the regular quoting characters. If the arguments to these macros contain the literal strings ‘-=<{(’ or ‘)}>=-’, the macros might behave incorrectly.

You can work around these problems by using one of the following quadrigraphs:

‘@<:@’
    ‘[’
‘@:>@’
    ‘]’
‘@S|@’
    ‘$’
‘@%:@’
    ‘#’
‘@{:@’
    ‘(’
‘@:}@’
    ‘)’
‘@&t@’
    Expands to nothing. 

Quadrigraphs are replaced at a late stage of the translation process, after m4 is run, so they do not get in the way of M4 quoting. For example, the string ‘^@<:@’, independently of its quotation, appears as ‘^[’ in the output.

8.1.6 Quadrigraphs When writing an Autoconf macro you may occasionally need to generate special characters that are difficult to express with the standard Autoconf quoting rules. For example, you may need to output the regular expression ‘[^[]’, which matches any character other than ‘[’. This expression contains unbalanced brackets so it cannot be put easily into an M4 macro. Additionally, there are a few m4sugar macros (such as m4_split and m4_expand) which internally use special markers in addition to the regular quoting characters. If the arguments to these macros contain the literal strings ‘-=<{(’ or ‘)}>=-’, the macros might behave incorrectly. You can work around these problems by using one of the following quadrigraphs: ‘@<:@’ ‘[’ ‘@:>@’ ‘]’ ‘@S|@’ ‘$’ ‘@%:@’ ‘#’ ‘@{:@’ ‘(’ ‘@:}@’ ‘)’ ‘@&t@’ Expands to nothing. Quadrigraphs are replaced at a late stage of the translation process, after m4 is run, so they do not get in the way of M4 quoting. For example, the string ‘^@<:@’, independently of its quotation, appears as ‘^[’ in the output.

TIL about Autoconf quadrigraphs and I'm screaming

2 months ago 70 13 6 1
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GitHub - pcwalton/bevy_hanabi: A fork of Bevy Hanabi, the GPU-driven VFX system for Bevy, with improved performance and functionality A fork of Bevy Hanabi, the GPU-driven VFX system for Bevy, with improved performance and functionality - pcwalton/bevy_hanabi

My fork of Bevy Hanabi, Hanabi-Batched, has been updated to support 0.18 and has many more improvements, such as lookup textures, PBR particles, and GPU mergesort for ribbons: github.com/pcwalton/bev...

If you're looking for a way to use Hanabi on 0.18, feel free to grab it!

2 months ago 40 4 0 0

Bevy 0.18 is out! My main contribution to this one was portals and mirrors: github.com/bevyengine/b...

3 months ago 71 6 0 0

Strangest issue I've encountered in the wild when fuzzing: `vaddps xmm0,xmm0,xmm1` and `vaddps xmm0,xmm1,xmm0` are *not* the same on x86 when it comes to which NaN payload it chooses. But LLVM will reorder the arguments anyway!

Lesson learned: always canonicalize your NaNs when fuzzing.

3 months ago 15 1 0 0

16 different versions of glam in my Bevy project. The ecosystem *might* want to improve this a bit :)

4 months ago 26 3 3 0
An example of mirrors in the Bevy game engine. A low-poly fox looks at a reflection of itself in a mirror.

An example of mirrors in the Bevy game engine. A low-poly fox looks at a reflection of itself in a mirror.

I dusted off an old patch and landed the infrastructure for portals and mirrors in Bevy for 0.18: github.com/bevyengine/bevy/pull/13797

This builds the Lengyel oblique clip plane technique into the engine, which is the fastest way to do the clipping necessary for mirrors to work.

4 months ago 50 9 0 0
A demonstration of many Bevy logo decals on a plane. Each decal has normal, metallic/roughness, and emissive maps. The plane has its own normal map.

A demonstration of many Bevy logo decals on a plane. Each decal has normal, metallic/roughness, and emissive maps. The plane has its own normal map.

Landed normal maps, metallic/roughness maps, and emissive maps for clustered decals in Bevy 0.18: github.com/bevyengine/b...

They compose with other decals and whatever maps are on the base material, if any. Additionally, in a custom shader you can use these textures for whatever you want.

4 months ago 43 3 1 0
🐇 meshoptimizer v1.0 Mesh optimization library that makes meshes smaller and faster to render

After nine years of development, meshoptimizer has reached its first major version, 1.0!

This release focuses on improvements in clusterization and simplification as well as stabilization. Here's a release announcement with more details on past, present and future; please RT!

meshoptimizer.org/v1

4 months ago 249 76 9 1

Congrats!

4 months ago 0 0 0 0
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Not So Fast: Analyzing the Performance of WebAssembly vs. Native Code All major web browsers now support WebAssembly, a low-level bytecode intended to serve as a compilation target for code written in languages like C and C++. A key goal of WebAssembly is performance pa...

"Analyzing the Performance of WebAssembly vs. Native Code" places a lot of the blame for the worse performance of wasm on register spills, esp. with JS engines' reserved registers. Sounds like APX could actually help by bumping the register count from 16 to 32? ar5iv.labs.arxiv.org/html/1901.09...

4 months ago 18 1 0 0
v86 Run KolibriOS, Linux or Windows 98 in your browser

Seriously considering putting a bounty on x86-64 support for copy.sh/v86: github.com/copy/v86/iss...

A proper modern JITting emulator on the Web platform (including non-jailbroken iOS) would be amazing! I'm amazed how fast the jitcode can be, even with softmmu.

4 months ago 20 2 1 0