#BevyEngine

2025-06-03

Hot patching #RustLang code? In my #BevyEngine?

github.com/bevyengine/bevy/pul was just merged!
Thanks to subsecond from #Dioxus, coming to Bevy 0.17, and already on main!

2025-06-02

๐Ÿ‘€ Another sneak peek at what's coming in Slint 1.12: integration with the #wgpu rust crate.
This opens the door to combining #Slint UIs with 3D scenes from engines like Bevy ๐ŸŽฎ๐Ÿ–ผ๏ธ
Check out the example: ๐Ÿ”— github.com/slint-ui/slint/tree
#RustLang #MadeWithSlint #BevyEngine

Screenshot showing the Slint's bevy integration example

New crate. Nano-9 is a Pico-8 compatibility layer for Bevy. It's Pico-8++--.

This one's been in the works for a while. I'm releasing it slightly prematurely for the Bevy Jam 6 that starts today.

crates.io/crates/nano9 #pico8 #bevyengine #gamedev

2025-05-25

a few days of prototyping and I am beginning to see what I had in mind. this was very satisfying to build.

#gamedev #bevyengine #rust

Dekirisu ๐Ÿฆ€dekirisu
2025-05-25

๐Ÿฌ added player health/mana + simple ui
๐Ÿฆ– added skill points for skill tree progression
๐Ÿ‡ health/mana nodes work now

2025-05-24

I've started messing around more with Bevy reflect based json schemas and here are first results. You can generate schemas that later on are used in various editors for validating rust structs in json :)

Repo: github.com/Leinnan/bevy_remote

#bevy #bevyengine #rustlang #gamedev #indiedev

Dekirisu ๐Ÿฆ€dekirisu
2025-05-24

๐Ÿ‡ added hotkey/button: 'select next reachable' (green outlines)
๐Ÿชฟ added hotkey/button: 'selected to center'
๐Ÿฆœ added transition & first actual styling
๐Ÿซ  (skills still don't do anything)

Mo Bitar :ferris:mo8it@fosstodon.org
2025-05-23

With that, we have a new guide for "Community Exercises" โœจ

rustlings.rust-lang.org/commun

You can create your own exercises and let the #Rustlings program manage them ๐Ÿ˜ƒ

I have heard that the #BevyEngine community is thinking about creating some exercises for Bevy beginners ๐Ÿ˜‰

@alice_i_cecile @chrisbiscardi

Dekirisu ๐Ÿฆ€dekirisu
2025-05-23

๐Ÿฆค 'a bit later than very early'โ„ข stage of a skill-tree ui ๐Ÿซ 
๐Ÿ‡ added controller navigation
๐Ÿชฟ still bevy_ui only (and mevy)
๐Ÿฆœ (skills still don't do anything)

Dekirisu ๐Ÿฆ€dekirisu
2025-05-22

๐ŸฆŒ 'still early, but less early'โ„ข stage of a skill-tree ui
๐Ÿฆœ skill nodes have states: ๐ŸŸก owned, ๐ŸŸข reachable, โšซ unreachable
๐Ÿชฟ (they don't do anything yet)

Johan Helsingjohanhelsing
2025-05-22

Most of the Bevy crates I maintain have now been updated for 0.16. I ended up making a graph to track what needed to be done first, including dependencies I was waiting for

- bevy_matchbox: direct p2p, including web
- bevy_ggrs: p2p rollback
- bevy_pancam: map-like cameras
- bevy_trauma_shake: camera shake
- noisy_bevy: cpu/gpu noise
- bevy_pkv: persistent key value store
- bevy_web_asset: http assets
- bevy_roll_safe
- bevy_sparse_grid_2d
- bevy_crossbeam_event

dependency graph

New pull request. Add on_script_reloaded callback to bevy_mod_scripting.

Itโ€™s ten times more sane than Unity's old C# reloading misfeature!

github.com/makspll/bevy_mod_sc #bevyengine #gamedev

Dekirisu ๐Ÿฆ€dekirisu
2025-05-21

๐Ÿชฟ very very early stage of a skill-tree ui
๐Ÿ‡ (made with bevy_ui)

Dekirisu ๐Ÿฆ€dekirisu
2025-05-20

๐Ÿฟ๏ธ added the 'fortune' resource + simple ui
๐Ÿชฟ ..which is obtained similar to levels
๐Ÿฆ† added a small animation for it

Dekirisu ๐Ÿฆ€dekirisu
2025-05-17

๐Ÿฆ† added levels/experience + simple ui
๐Ÿฟ๏ธ developed more experimental vfx shader things
๐Ÿฆ created a 'level up' animation with it
๐Ÿฆข more minor restylings

It means a lot when oneโ€™s contributions get highlighted. Feels good. #opensource #programming #bevyengine

KANAKOU: bevy_ecs_tiled v0.7.0
bevy_ecs_tiled is a Bevy plugin for working with 2D tilemaps created with the Tiled map editor.
It relies upon the official Tiled Rust bindings to parse and load Tiled map files and the bevy_ecs_tilemap crate to perform rendering.
It aims to provide a simple and ergonomic workflow by using Tiled as an editor when working on Bevy 2D games.

What changed in this version ?
Update for Bevy v0.16
Various contributions from @Shane Celis, in particular support for the new bevy_ecs_tilemap::TilemapAnchor.

v0.7.0 release notes
migration guide from v0.6.X

I had a true type font for Pico-8 that was one โ€œpixelโ€ too high. So instead of creating one #bevyengine Text component, I had to create one per line so I could manually position them to preserve Pico-8 behavior.

I tried to eliminate the one blank โ€œpixelโ€ row in the font using FontForge. Oh my god fonts are complicated. I failed the first time and moved on to other stuff.

Dekirisu ๐Ÿฆ€dekirisu
2025-05-15

Back from a small 'offline break' ๐ŸฆŠ
๐Ÿฆ† added mysterious lines
๐Ÿค ..which will be 'lore' & game play relevant

My daughter did her first game jam! It is very incomplete but it was fun to make with her. She even added some easter eggs which she calls "frog eggs.โ€

shanecelis.itch.io/frog-oclock #gamedev #gamejam #1bitjam #bevyengine

A 1-bit, black and white screen that shows โ€œFROGOCLOCKโ€ title with a main menu options for โ€œplayโ€, โ€œoptionsโ€, โ€œquitโ€, and โ€œcredits.โ€ A large frog face with clock hands sits on the center right of the screen.
2025-05-08

Check out our lil logbook for keeping track of your finds! ๐Ÿšฃโ€โ™‚๏ธ๐Ÿ“’

It took a fair bit of work to get the UI system work how we wanted it but we're happy where we are landing now!

#gamedev #indiegame #boating #pixelart #bevyengine #wholesomegames

Client Info

Server: https://mastodon.social
Version: 2025.04
Repository: https://github.com/cyevgeniy/lmst