| Website | https://bevy.org |
| Website | https://bevy.org |
I've (finally) wrapped my head enough around Bevy and its ECS that I've managed to move my #generativeart process over to it directly from Nannou. It turns out I really like the ECS, and with 20k+ shapes this is much more manageable and even makes real-time animation possible. I'm going to stick with this.
I did end up ditching the editing UI (with much reluctance and sadness) from my previous iterations, but hot-patched bevy reloads fast enough that it doesn't really matter.
Bevy took some getting into, but having the full weight of a game engine available opens up a lot of possibilities that would be very difficult with a Processing clone.
Now all I need to do is figure out how to render to a higher-res buffer so I can save print-quality images, and perhaps 4k animations. If there's interest I'll write something up on the process.

Biggest update yet. RustWeek feedback led to major feel improvements for the Exoframe and Global Mode. Spline belts are finally in a place I'm happy with, and building snapping and baseplates make factories much cleaner. Also, GPN Bevy talks are coming up.
A new video about Ratty terminal just dropped! 🧀🎉
💯 Tantan explores Ratty, makes a text-editing game with a cursor missile effect!
▶️ Watch here: https://www.youtube.com/watch?v=agoO5lx77FY
🐀 Ratty: https://github.com/orhun/ratty
#rustlang #ratatui #gamedev #terminal #bevyengine #opensource
Couch Chilis is pleased to announce we entered a partnership with Geofront to help them finish their game, POLDERS!
POLDERS is a casual city builder inspired by Dutch history, and like our games, it is built with #Bevy.

POLDERS is a Dutch-themed sandbox city builder where you steal land from the sea itself. Take on the role of dyke warden, reclaim the seabed, and build crooked, bustling towns in a world shaped by water. Will your city thrive on trade and ingenuity, or vanish beneath the waves of the Waterwolf?
Wrote a fairly in-depth blog post about a strategy to render Implicit Surfaces using (wide) Sparse Voxel Trees.
The implementation is in #rust and uses #bevy.
https://www.farfa.dev/blog/is-rendering/
(bonus: therein lies tons of pretty figures that I most assuredly didn't spend days doing in #typst)
Created a tool for #Bevy to print what components an entity holds in the debugger!
You don't need to add a plugin to your project "it just works"
Come see me talk about Processing, and Rust and #bevy at my talk tomorrow!