Chris Biscardi
banner
chrisbiscardi.bsky.social
Chris Biscardi
@chrisbiscardi.bsky.social
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
Little boards are so fun
November 27, 2025 at 5:02 AM
some graphical tweaks to the ik joint constraint viz
November 26, 2025 at 9:55 PM
joint constraint visualization with bevy. 3d on left, 2d on right.

red lines are bones, green spheres are joints. white circle is "bottom of cone", green line is projection of the moving joint on circle. Purple circle is where the joint would be repositioned.
November 26, 2025 at 8:43 AM
Reposted by Chris Biscardi
Avian finally has built-in move and slide, the movement and collision algorithm at the heart of kinematic character controllers! #bevy #gamedev #physics #kcc

PR: github.com/avianphysics...
November 25, 2025 at 9:00 PM
Reposted by Chris Biscardi
Real life has kept me from posting, but I've still been hard at work on Bevy Solari! It now supports specular materials, and has a _way_ improved world cache!

Realtime vs pathtraced reference
November 23, 2025 at 7:39 PM
The more scripts I make the more I see my projects containing a Justfile and find myself habitually running `just watch` in all projects.

Using skim also enables interactive choice of sub-project, such as "watch this workshop with typst" or "watch this bevy example"
November 23, 2025 at 8:22 PM
couldn't sleep so I updated bevy_blockout's color handling.

triplanar checkerboard texture where 1 large square is 1 meter and 1 small square is 0.1m
November 23, 2025 at 6:10 AM
Continuing the typst adoption with moving workshops for Rust Adventure to the format. This provides a number of benefits, including the ability to have PDF output (in addition to html, video, etc) for every workshop.
November 21, 2025 at 11:49 AM
there's fewer more frustrating things about navigating source code than clicking into a file named what you need and finding out its just a bunch of re-exports.

why does this file exist? and why are there 20 of them in this project?
November 19, 2025 at 5:54 PM
Fixed it. bug ended up being a simple flip of an operation.

this is multi-end-effector inverse kinematics with FABRIK in bevy
November 18, 2025 at 3:58 AM
Reposted by Chris Biscardi
Hey, I have a Bevy contributor who speaks Chinese with limited English skills. Can I have some help translating and mentoring in github.com/bevyengine/b... ?
Add support for world space UI by MushineLament · Pull Request #21812 · bevyengine/bevy
Preface Added feature 'bevy_ui_container' to ensure normal functioning of other functions Objective Fixes #21278 Try #5476 Existing problems: Fix node rotation UiTransform based on UiCon...
github.com
November 17, 2025 at 10:19 PM
spent the weekend convincing myself that a graph was really, actually, the data structure I wanted. Ported to use petgraph and introduced a bug in the process :D

At least it seems like one fix in the math will solve the issue. rotations seem otherwise intact.
November 17, 2025 at 2:28 AM
Reposted by Chris Biscardi
Feels good to see automation working flawlessly 🤩

Recent #rust compiler/Steam Linux SDK updates have all been detected, images rebuilt & uploaded to my repo at quay.io/repository/c... 100% hands free on my part. Feels. Good.

(This is the OCI I use to build Heat Retreat natively for Steam #linux)
Quay
Quay is the best place to build, store, and distribute your containers. Public repositories are always free.
quay.io
November 14, 2025 at 5:23 PM
I could watch this all day haha

Updates include pre-computing the bone lengths from the joint offsets when loading the bind pose.

Built in Bevy
November 14, 2025 at 4:59 AM
3d axis rotations are looking pretty ok now
November 12, 2025 at 6:47 AM
Reposted by Chris Biscardi
just opened a major pr in collaboration with @softmoon.world in our quest to implement a new @processing.org webgpu backend using @bevy.org ! github.com/processing/p...
November 11, 2025 at 10:36 PM
might have gotten a little carried away
November 11, 2025 at 7:08 AM
Reposted by Chris Biscardi
did some pretty cool network stuff today to improve the devex of my #bevy laptop/desktop server setup. it feels just like it's running locally!

here's an example of it running in real-time with SIGINT support. Left side is local (laptop), right side is zed connected via ssh to my host (desktop)
November 11, 2025 at 2:23 AM
made the inverse kinematics leap to 3d.
November 9, 2025 at 12:22 PM
Figured out the proper transform+rotation for the IK in bevy, then slapped some meshes on the bones
November 8, 2025 at 8:00 PM
First attempt at inverse kinematics using FABRIK with Bevy. Goal is spiders and turrets in 3d.
November 7, 2025 at 9:27 PM
I just switched my personal site over to typst and removed all markdown content.

www.christopherbiscardi.com/i-use-typst-...
I use Typst now
This site uses Typst for its content, and so do my videos, and everything else
www.christopherbiscardi.com
November 6, 2025 at 10:08 PM
lightmap baking scripts for skein making some progress
November 5, 2025 at 10:00 PM
Bevy lookin good
October 28, 2025 at 5:29 PM