dcvz
dcvz.io
dcvz
@dcvz.io
Open Source ❤️ Rust. Gamedev enthusiast experimenting with Bevy/Godot. Exploring N64 nostalgia. Building runblaze.dev 🚀
Whoever decided at some point that the streets in Berlin should be filled with trees… thank you! 🙏 🥵
June 17, 2025 at 2:06 PM
🧩 The second change is a nice QoL upgrade:
#[derive(NodeTreeView)] is already great for finding subnodes easily.

Now it supports pattern matching — making your tree traversals more flexible and robust!
June 8, 2025 at 9:04 AM
🎯 The biggest change: introducing the bevy_component macro!

Now you can annotate custom Godot Nodes with the components they should get when converted into Bevy entities — with field matching.

This gives a ton of control for Godot-first workflows where scene building happens entirely in editor 🙌
June 8, 2025 at 9:04 AM
Experiment with something and it’s already been very useful in testing and debugging #Godot #BevyEngine
June 2, 2025 at 8:30 PM
Metal backend for RT64: A few more missing things have been added! Depth sampling tested and working. Looks like it’s time to start trying it with Zelda64Recomp 🚀
December 7, 2024 at 11:40 AM
Metal backend for RT64: Fixed up being able to do pipeline switches between draw calls. Slowly the tests cover more of the Render Hardware Interface (RHI) ✨
December 2, 2024 at 7:41 AM
Depth clearing working now in the in-progress Metal backend for RT64! The issue is clearing depth (like clearing color) can specify specific rects to clear, which is not something Metal natively supports. Similar to how I did clear color, we use a custom shader and draw calls to emulate it.
December 2, 2024 at 7:10 AM