Lots of videos in this one. Turns out full screen shaders and drag to place belts are harder than one might think. I think I have a cool thing to contribute to the #Factory game genre. https://exofactory.net/blog/2025-12-04/

#bevy #GameDev #rust #WGSL

Draggable Belts, Electricity, & View Modes

This month brought draggable belts, electricity, and new view modes. Belt placement is way less tedious now, buildings need power to run, and global mode finally has useful overlays. The productivity shader came out looking really cool. Lots of shader learning was involved.

@mholiv Very much not my genre, but that looks amazing.

Far as I remember this is your first (own) gamedev project, right? If so, that makes it even more impressive. :3

@phryk Lol. Funny thing is that since working on factory games I started focusing on other genres. I can’t work on and play the exact same genre of game mentally. Too much cross contamination.

As for game dev yah. This is my fist ever game dev project. I normally focus on back end APIs and the like.

@mholiv I recently came up with the first game concept that actually looks halfway realistically scoped and I'll be happy if I get half as far as you already are lol.

Completely different for me with the genres tho… I want to develop games I myself will enjoy playing. The first project is mostly planned to establish the production pipeline, but after that I'm planning to put a ton of work into ImSim systems for that exact reason.^^

@phryk Totally fair. Have you given any thought to what game engine you would use?

@mholiv That's one thing that's been sure for years… Godot – been playing with it since the 2.0 days. :)

Tho it has also greatly delayed me because I kept waiting for properly working IK – the current project is essentially a result of me saying "fuck it, let's just do a project with FK only".

I'm just not sure if this will actually increase or decrease the scope. On one hand, no procedural animation system to write. On the other, a ton of FK animations to manually build…

@mholiv

full screen shaders [...] are harder than one might think

fullscreen as in full window or "just" shading a single camera?

might need per-camera shaders later in a game i'm working on (potentially also fullscreen, but not that far yet)