Dekirisu

Dekirisu

@dekirisu.com

๐Ÿ‡ฉ๐Ÿ‡ช develops rustlang w/ vim ๐Ÿง on nixOS w/ sway ๐Ÿฆœ animates things w/o routine

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Hello Bluesky! ๐Ÿ‘€ I'm a #rustlang developer ๐Ÿฆ€ who also likes to do 2d animations! I'll mainly post about games I'm developing and throw smol self-made toons at you! ๐Ÿค My art style is heavily inspired by #anime, #cartoon and #kidlit!

I'm currently migrating from #bevy 0.18 -> 0.20 (by using my keyboard to type code) wgsl -> wesl is a neat lil change ๐Ÿชฟ

I'll slowly return during bevy 0.20 ๐ŸŒ

Bevy@bevy.org

Bevy 0.20 is out now! It features Solari and DLSS improvements, better BSN syntax, BSN "ready" events, WESL is now Bevy's shader language, more UI widgets (color picker, scrollable list views, dropdowns), Sprite Materials, Extended 2D materials, Pan Orbit Camera, and more! bevy.org/news/bevy-0-...

๐Ÿชฟ using my new grid base ๐Ÿฆœ a few shading changes ๐Ÿ‡ own embedded DB system (kinda) ๐Ÿ‡ ..linked with my own asset loader (for the world only) ๐Ÿฅท a bunch of other changesโ„ข #bevyengine #rustlang #gamedev

๐Ÿฆœ still reworking tile/grid base ๐Ÿฆซ ..(experimental) custom texture mapping ๐Ÿชฟ ..this is ONE material #bevyengine #rustlang #gamedev

๐Ÿฟ๏ธ reworking my own grid/tile system ๐Ÿ‡ improved tile merging #bevyengine #rustlang #gamedev

Migration to #bevyengine 0.18 done! ๐Ÿฟ๏ธ ๐Ÿฌ ..luckily less work than expected #rustlang #gamedev

revisiting rusty bevy gamedev fun this weekend, let's see ๐Ÿฆ€

Dekirisu@dekirisu.com

I can't really focus on #rustlang / bevy development atm, due to some issues - e.g. throwing job applications around, that seemingly land in 'the void'. ๐Ÿ˜ถ Just so u know why there were no updates the past months. ๐Ÿซ 

I can't really focus on #rustlang / bevy development atm, due to some issues - e.g. throwing job applications around, that seemingly land in 'the void'. ๐Ÿ˜ถ Just so u know why there were no updates the past months. ๐Ÿซ 

Dekirisu reposted

Today I'm giving a talk about Ratatui at RustNation UK! ๐ŸŽ‰๐Ÿฆ€๐Ÿ #rustlang #rustnation #rustnationuk #conference

Changing my setup for an undefined timeframe: ๐Ÿง arch linux (btw) -> #nixOS ๐Ÿฆ† i3wm -> sway ๐Ÿฌ xfce4-terminal -> foot

I'm back & decided to change things up! ๐Ÿซ  โŒ๏ธ ditch QWERTY โœ…๏ธ develop & use my own smol layout โœ…๏ธ use badly cut paper as cover My #keyboard now looks like a space invader! (unintended) ๐Ÿ‘พ

Just 'lost' hours of gamedev progress to PokeRogue. Lost an extremely lucky run to a water-type #pokemon that was immune to grass - didn't know that was a thing. ๐Ÿฆ† (And the only moves I had left were grassy ๐Ÿซก)

๐Ÿž๏ธ added environment variables: ๐Ÿƒ temperature, rel. humidity & wind speed ๐Ÿชฟ they directly & indirectly influence various things: ๐Ÿฆซ ..like tire temp. warm-up/cool-down, grip, degradation, acceleration, etc. #rustlang #bevyengine #gamedev #indiegame

๐Ÿ”ฅ added tire temperatures ๐Ÿชฟ ..it affects grip & degradation speed ๐Ÿฆซ (..and indirectly other things) #rustlang #bevyengine #gamedev #screenshotsaturday

๐Ÿ›ž tires now have durability w/ ui ๐Ÿฆ† added milage ui ๐Ÿ‡ simpler input ui ๐Ÿฆซ harsh keyboard inputs can be smoothed #rustlang #bevyengine #gamedev

๐Ÿ‘‚ made a more chill engine sound ...the one before kinda annoyed me over time ๐Ÿซ  #rustlang #bevyengine #gamedev #screenshotsaturday

โœจ major shading/style rework ๐Ÿ’ซ (kinda merging all past style tests into one) ๐Ÿฟ๏ธ rework of a few track barriers (the glassy ones) #rustlang #bevyengine #gamedev

๐Ÿ‘‚ first try of skidding SFX ๐Ÿฆ† ..and suspension compression SFX ๐Ÿฟ๏ธ (..or however one would call it) ๐Ÿฆ made the engine sound more 'futuristic' #rustlang #bevyengine #gamedev #sounddesign

Worked on deki-drive a bit! ๐Ÿฆ bevy: 0.16 -> 0.17 ๐Ÿƒ avian3d: 0.3 -> 0.4 ๐Ÿฆœ style changes ๐Ÿ›ž physics changes #rustlang #bevyengine #gamedev #screenshotsaturday

๐Ÿฆ€ bevy/mevy UI Hot-Reload Experiment ๐Ÿฆ Had a weird idea how to do bevy_ui hot-reload. ..without a dioxus or bevy feature ๐Ÿฆ† Here's a small test where only position, size & border works. ๐Ÿฆ€ #rustlang #bevyengine

I was wondering how it would look like when: ๐Ÿฆž not using bevys pbr material ๐Ÿฆœ making my own material (the darker looking one) (would 'lose' lighting/reflections etc.) #rustlang #bevyengine #gamedev

Looks almost the same, but: ๐Ÿฆ† less draw calls (partially custom GPU instancing) ๐Ÿ‡ less entities -> less transform propagation etc. ๐Ÿฟ๏ธ less data cloning ๐Ÿฆž downside: disabled 'indirect drawing' #rustlang #bevyengine #gamedev

It's crazy how much optimization-potential there is using bevy & rust ๐Ÿฆ€ Dove a bit more into performance profiling and the engine source code - got a few ideas that should improve performance (on CPU & GPU) by quite a lot for my use case without many trade-offs (besides the development time). ๐Ÿฟ๏ธ