New Project BloodRed (WolfBorn) devlog! 🐺🔥
In this devlog I discussed:
- Performance
- Client/Server Authentication
- New & Fixed
- The direction for this game
- ECS improvements
Read it here: https://lupuscrystal.codeberg.page/blog/4
Happy hacking!
New Project BloodRed (WolfBorn) devlog! 🐺🔥
In this devlog I discussed:
- Performance
- Client/Server Authentication
- New & Fixed
- The direction for this game
- ECS improvements
Read it here: https://lupuscrystal.codeberg.page/blog/4
Happy hacking!
Wonder how I and a friend made a foddian game in around 72 hours? Check out my new blog post going over most of the issues I found while making it. #rust #bevy #bevyengine #gamedev 🐟👋
Deep technical dive on optimization. The game is MUCH more performant now. If you are into #bevy , #rust , #GameDev , or #indiedev I recommend this one. Sadly no facy images on this one. Just a ton of technical depth. https://exofactory.net/blog/2026-03-05/
My "ECS for Beginners - Learning Rust on Easy-Mode" presentation at Rustlab in Florence last year is now on Youtube: https://www.youtube.com/watch?v=PXEc-WCGFBQ #bevy #rustlang #gamedev 🦀🎮
For people working in the #Bevy ecosystem I just wrote a simple little site that lets you explore the bevy #crate ecosystem filtering by bevy version. Quite happy with the search system. It’s very basic but I am happy to make improvements and plan on it. https://bevydex.dev/dex
I've made a crate greatly inspired by `egui_kittest `that should help with visual regression testing. For now I plan to use it for my game and based on that improve it, so it would take a while until it will be released on crates.io. But the repo is available here: https://github.com/Leinnan/bevy_ui_test_kit I've attached a example where it shows result of the test where UI changed between runs. It then keeps the previous result, stores the new one and the diff between them.
Time for my game engine spam before going to bed. I added parent-child relationship between entities and a system to do transformations of scale, rotation and position. Then I summoned to Shub-Niggurath.
https://github.com/idaho06/aberredengine/tree/feature/parent-children-feature-to-apply-transformations
#AberredEngine #rust #lua #bevy #raylib
Just re:made my website with Zola SSG, and also moved it to Codeberg Pages. Also, a small devlog on Project Bloodred 🐺!
Speaking of Project BloodRed, the world is now infinite! Yup, no more small island! Also server-side multiplayer!
https://lupuscrystal.codeberg.page/blog/3/
NOTE: I am completely rewriting Project Bloodred, it might take some time!
The last #Bevy Meetup recordings are up on YouTube now, if you missed the talks by Promethia or Periwink about Dependency Injection in Bevy and Netcode with lightyear head over to: https://www.youtube.com/playlist?list=PLbvvWoCXmXkKfEIlZyD7vYyBoR4JnowiT #rustlang #gamedev 🦀🎮 @bevy
This dev log has a ton of technical detail about moving from a single player game to a multi player game in Bevy with diagrams and everything. I also talk about the #bevy 0.18 migration and the bevy meetup at #FOSDEM
Personally I am just supper have to have simultaneous hosting across mutiple multiplayer connection strategies and a headless server build.
Last week we held the 12th online #Bevy Meetup, let's thank our speakers PROMETHIA and Periwink for the great content and in case you missed it - find the recorded livestream here: https://youtube.com/live/vk0YcSjOiDg #rustlang #gamedev 🦀🎮 @bevy
Really nice hanging out with the #bevy folk at #FOSDEM Interesting talks and cool people. Happy to finally get a bevy sticker for my laptop. Need to plan a dinner get together or something. 🤔
Bevy by default builds on gpu and therefore modern rendering APIs like Metal and Vulkan, now we have a OpenGL 2 backend: https://github.com/DGriffin91/bgl2 - #Bevy on Windows XP anyone? #rustlang #gamedev 🦀🎮 @bevy
Our first Bevy Meetup talk of 2026 is on: PROMETHIA is sharing deep insights into how Dependency Injection works in #rustlang and #Bevy in particular: https://www.youtube.com/watch?v=vk0YcSjOiDg
Hi friends! Quick update: v0.5.0 of the #bevy linter is out now, coming with support for Bevy 0.17. Check it out!
https://github.com/TheBevyFlock/bevy_cli/releases/tag/lint-v0.5.0
How I feel moving from a single player game to a network multiplayer game with an authoritative server architecture.
Hey I could really use some #bevy help. I want to spawn child entities in a UI using the children![] macro. Is there a similar system by which to spawn observers for those childen? Or do I need to use the more verbose with_children closure based spawning API?
I think it would be super clean to include observers in that children macro but I can't seem to figure out what the API for that would be based on the docs I've been reading
#bevy's Fifth Birthday: The Editor
Bevy is a highly modular, code first, entirely Rust based game engine. So, why an editor? The simple truth is there are aspects of game development that code is not conducive to the final product or developer experience, such as level design. The lack of an editor is a consistent pushback against using Bevy, especially for artists in teams. While the code first approach of Bevy won't be replaced by the editor, instead using it to supplement the approach, it's undeniable that an editor in the modern game development world is necessary.
https://open.substack.com/pub/rinoxide/p/bevys-fifth-birthday-the-editor
I'm so close to getting my app working using the newish #bevy ui widgets but I'm going to need to hack in a vertical slider because everyone only ever makes horizontal sliders smh
dodge_ball, a minimalist arcade bullet hell game.
Free on itch:
https://lunaticdancer.itch.io/dodge-ball
Source code:
https://github.com/LunaticDancer/dodge_ball
I continue using my custom alternative to bevy-inspector-egui. It doesn’t have all the features, but it includes some that the original lacks and it better suits my use case. I have custom filtering, as well as the option to customize names in the hierarchy inspector based on components (it doesn’t have to be simple mapping like in the original; it can also be a custom function that, for example, reads an enemy’s health).
Repo: https://github.com/Leinnan/bevy_reflect_inspect
New note about Bevy, this time some tips on how to get bevy to run on Android devices and how to handle at least some of the potential pitfalls: https://mevlyshkin.com/notes/bevy-android-setup/
#bevy #bevyengine #rustlang #indiedev #mobile #android #gamedev
Where is the new devlog? Let me spoil something to you:
- Multiplayer
- Better particles
- Full rewrite of the procedural gen system
- Lots of optimizations
And more! Devlog might be a bit later, but I'm working on it! 🐺