Chris Biscardi
@chrisbiscardi.bsky.social
5.2K followers 340 following 500 posts
Rustlang and Rustlang accessories * YouTube: https://www.youtube.com/@chrisbiscardi * Learn Rust: https://www.rustadventure.dev/ * Rust Discord: https://discord.gg/GJ5UfxzUcP * Party Corgi Content Discord: https://discord.gg/partycorgi
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chrisbiscardi.bsky.social
"oh I'll make a video on mipmaps"

:later:

So if you export from substance and run the output through the ktx2 CLI you can then run it through kram with specific block compression settings per data type...
chrisbiscardi.bsky.social
substance -> exr -> ktx array textures -> bevy's standard material processing -> with a basic height test to pick a material.

(this wasn't really the height-related example, this was the array textures pipeline test). First image is a merge of the other two materials.
chrisbiscardi.bsky.social
messing with substance designer -> exr -> ktx conversions
chrisbiscardi.bsky.social
as a result, the fight feels long and drags on, and your actions don't feel impactful. Its like running a race but not being told the race distance.

After having beat typhon at least a dozen times, including high fear runs, the lack of health bar is only an annoyance and I wish I could "turn it on"
chrisbiscardi.bsky.social
It also removes any recognition of what kind of damage your build is doing. The numbers on screen are effectively meaningless: "you did N damage against ?? total".

Because the phases have different amounts of health, you can't use past experience to judge progress either.
chrisbiscardi.bsky.social
Hades 2 is very good. One of the few decisions I question is the Typhon health bar not appearing.

A 4 or 5 stage fight, with no progress indicator, where you have to guess "is this a storyline, 'I must lose' kind of fight?", where the same attacks will double in damage without warning.
Reposted by Chris Biscardi
johanhelsing.bsky.social
Bevy 0.17 porting progress of the community crates I'm maintaining and/or depending upon. Green crates are released, yellow are in progress.

`bevy_web_asset` was upstreamed into Bevy itself, so looks like I won't be porting that one :)

#bevyengine #rustlang
chrisbiscardi.bsky.social
Light textures are new in bevy 0.17, and using them with image handles is easy.

To drive them with a material we have to render that material to a texture and use it in both places. This enables generating textures or animating scrolling IVs, etc

youtu.be/H4ysDezt8Vo
Animated Light Textures in Bevy 0.17
YouTube video by chris biscardi
youtu.be
chrisbiscardi.bsky.social
Observers became Events and EntityEvents in Bevy 0.17, while 0.16's Event became Messages.

Here's how hooks and observers work in 0.17

youtu.be/BtwNc_sx1pE
Hooks and Observers in Bevy 0.17
YouTube video by chris biscardi
youtu.be
Reposted by Chris Biscardi
bevy.org
Bevy @bevy.org · 11d
Bevy 0.17 is out now! It features Raytracing, Improved Observers / Events, UI Widgets, Rust Hotpatching, Light Textures, DLSS, Tilemap Chunks, Web Assets, Reflect Auto-Registration, UI Gradients, Raymarched Atmosphere, Virtual Geometry BVH Culling, and more!

bevy.org/news/bevy-0-17
Bevy 0.17
Bevy is a refreshingly simple data-driven game engine built in Rust. It is free and open-source forever!
bevy.org
chrisbiscardi.bsky.social
automatic driver setup on those empties is verrrry cooooll
Reposted by Chris Biscardi
drif.bsky.social
Got hot reloading working w/ @chrisbiscardi.bsky.social 's excellent skein plugin. Wrote a small Blender plugin to attach gizmos to any Bevy component managed by skein - also picks up numeric values from components to drive gizmo dimensions + can show gizmo in Bevy space (no Y↔Z conversion) #bevy
chrisbiscardi.bsky.social
This was an incredible moment haha
Reposted by Chris Biscardi
dekirisu.com
🐇 added higher 'cobble' path tiles
🦜 simple walkway composition

#rustlang #bevyengine #gamedev
Reposted by Chris Biscardi
embersarc.bsky.social
I switched to the Avian physics engine! Its excellent documentation made this a pretty simple process.

The physics now run at a fixed rate, independent of the frame rate. This helps a lot with determinism and things keep their velocity, even if the rendering isn't fast enough.

#bevy #gamedev
chrisbiscardi.bsky.social
I stayed up too late, but it looks cooool
Reposted by Chris Biscardi
charlotte.fyi
exciting new work from jasmine exploring dynamic global illumination in @bevy.org 0.17
jms5517.bsky.social
New blog post: "Realtime Raytracing in Bevy 0.17 (Solari)"
jms55.github.io/posts/2025-0...
chrisbiscardi.bsky.social
there's going to need to be like 10 pantheons for silksong
Reposted by Chris Biscardi
bevy.org
Bevy @bevy.org · 25d
It has been a month since Bevy's fifth birthday. We asked the community to reflect on the past year and outline their hopes and dreams for the next year.

You can read the community's reflections on Bevy's fifth year here:
bevy.org/news/communi...
Community Reflection on Bevy's Fifth Year
Bevy is a refreshingly simple data-driven game engine built in Rust. It is free and open-source forever!
bevy.org
chrisbiscardi.bsky.social
The runbacks are long and mildly annoying... if you haven't gotten the traversal mechanics that greatly impact how you can traverse the runback.

A runback doesn't really have an objective difficulty, it changes (at minimum) based on item and movement acquisition.
chrisbiscardi.bsky.social
video game difficulty is subjective, which makes takes on difficulty that treat it as objective somewhat uninteresting.

ex: saying silksong is "difficult" doesn't yield any interesting design points. Talking about the wide gap in fight lengths between tool use and pin-only is far more interesting.
chrisbiscardi.bsky.social
I might remove this from the site even though its fun. The whole screen seems to flash on page transition in Windows Chrome
chrisbiscardi.bsky.social
I'm dealing with a multi-page application here, so it can all be CSS for me, but yes that's the Routes transition=true

The Router example shows it: github.com/leptos-rs/le...

and has associated example css: github.com/leptos-rs/le...
github.com
chrisbiscardi.bsky.social
the navigation: auto setting is *supposed* to work on push navigation events, even though its only consistent on traverse events here, so some debugging is needed