chris biscardi
chris biscardi
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Water, Global Illumination, and UI toolkits - This Week in Bevy
thisweekinbevy.com/issue/2024-06-24-water-global-illumination-and-ui-toolkits
As we get closer to the stable release of a lot of the ecosystem efforts are going into stabilizing and preparing crates. This is the first time we've had a release candidate cycle for Bevy so it will be interesting to see how that impacts the final release.
So far the release candidate process has been well regarded overall, resulting in bugs being found and time for third party crates to upgrade before the day of the release.
Similar to previous issues, more crates have been updated to be compatible with the release-candidate which is currently rc.3, but we don't mention them individually here. Check the releases and GitHub repos for your dependencies for updates.
# Chapters
00:00 Overview
00:50 First-Person view
01:37 Cross Gizmos
01:52 Deterministic Meshlet Processing
02:09 Alice's Merge Train
02:36 Water Caustics
02:52 defcon gizmos
03:06 a million little sprites
03:18 Screen-Space Global Illumination
03:36 Audio Signal Visualization
03:54 History Slider
04:03 Lamps and Water
04:22 bevy_fps
04:48 warbler_grass 0.6.1
05:13 bevy_device_lang 0.4.0
05:28 bevy_lunex 0.1.0
05:46 haalka
06:19 Contributing
Переглядів: 2 843

Відео

Meshlets, Stable Interpolation, and Generalized ECS Reactivity with Observers! - This Week in Bevy
Переглядів 4,3 тис.19 годин тому
thisweekinbevy.com/issue/2024-06-17-meshlets-stable-interpolation-and-generalized-ecs-reactivity-with-observers Release Candidate 0.14.0-rc.3 is out this week with one last new feature for 0.14 (Observers), an upgrade to wgpu 0.20 (previously 0.19), as well as assorted fixes for rc.2. With the 0.14 release getting closer fewer major features are getting merged but we still have some great funct...
Bevy 0-14-rc.2, Powerglove, and Soup - This Week in Bevy
Переглядів 3,3 тис.14 днів тому
thisweekinbevy.com/issue/2024-06-10-bevy-014-rc2-powerglove-and-soup For the 0.14 release cycle, Bevy is shipping a release candidate before the official release. As such, the 0.14.0-rc.2 release candidate is available now and some crates are already starting to ship 0.14-rc compatible versions. You can check in on the Bevy 0.14 milestone if you're running into any issues with the release candi...
Tiny Glade, VJ performances, and 2d lighting - This Week in Bevy
Переглядів 3,5 тис.21 день тому
thisweekinbevy.com/issue/2024-06-03-tiny-glade-vj-performances-and-2d-lighting This week in the Bevy ecosystem we see Tiny Glade ship a Steam demo, live VJ sets powered by Bevy, screen space reflections in the deferred renderer and more. We've also got the usual showcases and a couple really interesting crate release for 2d lighting systems and gpu particles. Chapters 00:00 Overview 00:18 Tiny ...
Cyberpunk UI, Minecraft simulation, and volumetric destruction - This Week in Bevy
Переглядів 6 тис.28 днів тому
thisweekinbevy.com/issue/2024-05-27-cyberpunk-ui-minecraft-simulation-and-volumetric-destruction Chapters 00:00 Overview 00:11 Unofficial Bevy Meetup #4 01:04 bevy_reflect custom attributes 01:27 Spherical linear interpolation 01:39 Shapes :: Sampling 02:37 Shapes :: Meshing 02:53 Shapes :: New Primitives 02:59 Alice's Merge Train 03:14 BobbinBear 03:27 another quartz jam 03:41 Isometric game b...
Rumblings of 0 14, God Rays, and Depth of Field - This Week in Bevy Engine
Переглядів 3,8 тис.Місяць тому
thisweekinbevy.com/issue/2024-05-20-rumblings-of-0-14-god-rays-and-depth-of-field # Chapters 00:00 Overview 00:11 Rumblings of 0.14 00:41 Cone Meshing 00:57 Rounded Box Gizmo 01:28 Depth of Field 02:05 God Rays (volumetric fog and lighting) 02:38 Blender/Bevy Workflows 02:59 Alice's Merge Train 03:05 Action Bar Items 03:20 Project Harmonia: Snapping 03:35 Pinball... with enemies! 03:43 Myriad E...
Drag and Drop player-built levels with Bevy and LDtk
Переглядів 1,2 тис.Місяць тому
drag-and-drop LDtk levels in a Bevy App github.com/rust-adventure/yt-bevy-ldtk-drag-and-drop-levels
ClearCoat, new examples, and game updates - This Week in Bevy
Переглядів 3 тис.Місяць тому
* This week's issue: thisweekinbevy.com/issue/2024-05-13-clearcoat-new-examples-and-game-updates * Links on the website are for the Bevy Discord: discord.com/invite/bevy This week in Bevy there are a bunch of new examples added to the repo, new additions to the StandardMaterial, and more. Out in the wider ecosystem, we'll see 400,000 entities on a flowfield in the showcases as well as crates fo...
Vello, Steamdecks, and procedural generation - This Week in Bevy Engine
Переглядів 3,6 тис.Місяць тому
Vello, Steamdecks, and procedural generation - This Week in Bevy Engine
Motion Blur, Visualizations, and Beautiful Renders - This Week in Bevy Engine
Переглядів 3,2 тис.Місяць тому
Motion Blur, Visualizations, and Beautiful Renders - This Week in Bevy Engine
Ludum Dare, Nannou, and esp32s - This Week in Bevy
Переглядів 4,6 тис.2 місяці тому
Ludum Dare, Nannou, and esp32s - This Week in Bevy
Infinite Pong in the Bevy Game Engine - Let's Code!
Переглядів 3 тис.2 місяці тому
Infinite Pong in the Bevy Game Engine - Let's Code!
New Meshes, New Examples, and Compute Shaders - This Week in Bevy Engine
Переглядів 3,3 тис.2 місяці тому
New Meshes, New Examples, and Compute Shaders - This Week in Bevy Engine
GPU particle effects with Bevy Hanabi
Переглядів 1,7 тис.2 місяці тому
GPU particle effects with Bevy Hanabi
This Week in Bevy: 0.13.2, Curves, Gizmos, and Games
Переглядів 6 тис.2 місяці тому
This Week in Bevy: 0.13.2, Curves, Gizmos, and Games
Asteroids in Rust with the Bevy Game Engine - Let's Code!
Переглядів 4,8 тис.2 місяці тому
Asteroids in Rust with the Bevy Game Engine - Let's Code!
This Week in Bevy - 2d Lighting, Particle Systems, Meshlets, and more
Переглядів 3,5 тис.2 місяці тому
This Week in Bevy - 2d Lighting, Particle Systems, Meshlets, and more
Dev tools can be more than a grab bag
Переглядів 3,5 тис.3 місяці тому
Dev tools can be more than a grab bag
This Week in Bevy - Foundations, Meetups, and more Bevy Cheatbook updates
Переглядів 3,6 тис.3 місяці тому
This Week in Bevy - Foundations, Meetups, and more Bevy Cheatbook updates
This Week in Bevy: Animation Graphs, Cheatbook, and googly eyes!
Переглядів 6 тис.3 місяці тому
This Week in Bevy: Animation Graphs, Cheatbook, and googly eyes!
This week in Bevy: color, gizmos, and 7drl
Переглядів 3,5 тис.3 місяці тому
This week in Bevy: color, gizmos, and 7drl
Use Blender as a Bevy Editor
Переглядів 11 тис.4 місяці тому
Use Blender as a Bevy Editor
embassy is now on crates.io
Переглядів 8 тис.5 місяців тому
embassy is now on crates.io
2024
Переглядів 9 тис.5 місяців тому
2024
Top 10 Games from Bevy Jam 4
Переглядів 10 тис.5 місяців тому
Top 10 Games from Bevy Jam 4
How hard is all 50 stars?
Переглядів 3,6 тис.5 місяців тому
How hard is all 50 stars?
Rust Release Train 1.75
Переглядів 11 тис.5 місяців тому
Rust Release Train 1.75
Day 25 - Advent of Code
Переглядів 1,5 тис.6 місяців тому
Day 25 - Advent of Code
Day 24 - Advent of Code
Переглядів 1,5 тис.6 місяців тому
Day 24 - Advent of Code
Day 23 - Advent of Code
Переглядів 8666 місяців тому
Day 23 - Advent of Code

КОМЕНТАРІ

  • @claudehahni2662
    @claudehahni2662 12 годин тому

    I was wondering what you thought was 'magic' in Go? Imho, Go is one of the most straight forward un-magical languages.

    • @chrisbiscardi
      @chrisbiscardi 12 годин тому

      things like nil existing, type assertions and erroring handling, panics occurring from those things and using panics as control flow, etc. defer bugs like when closing files require additional external documentation to use correctly (ex: go.dev/blog/defer-panic-and-recover )

  • @mudscuffer
    @mudscuffer 14 годин тому

    So if you make a change and save the blender file, say resize or add a coin, what happens? Will the game just update live immediately, or are there compile steps or other changes? I don't think you ever show or mention that.

    • @chrisbiscardi
      @chrisbiscardi 12 годин тому

      bevy's asset system supports hot-reloading. If you're changing asset-type things like .blend files then hot-reload should work, if you're changing Rust code you have to do an incremental compile.

  • @flwi
    @flwi День тому

    Nice, appreciate the overview!

  • @GravelHill
    @GravelHill День тому

    Hey I made the bevy_fps crate, it was a very pleasant surprise to show up in this weeks update :D I really enjoy your content, and hope you keep making these weekly updates!

  • @KonstantinosEvangelides
    @KonstantinosEvangelides День тому

    this guys sounds a lot like the infographics show

  • @grzesiek9514
    @grzesiek9514 День тому

    good

  • @Serveny
    @Serveny День тому

    😻

  • @sunofabeach9424
    @sunofabeach9424 День тому

    UI FRAMEWORSKS LETSG OOOOOOOO

  • @Phosphoros47
    @Phosphoros47 День тому

    Please tell me, how do you keep that pace? how do you produce so much content that not just needs filming and editing but research too while still having to sleep, eat, code, do chores and stuff?

    • @kollpotato
      @kollpotato День тому

      thats the power of rust

    • @dobrx6199
      @dobrx6199 День тому

      ​@@kollpotatoblazingly fast

    • @chrisbiscardi
      @chrisbiscardi День тому

      I found the kind of video I can produce in the time that I have and started making those videos. Over time I got better at the whole process. Additionally I just don't do things that would take too long, production-wise. I am capable of making higher production quality videos but they would take longer to make and not necessarily be any more useful to people. For example, I could do more visualizations for videos, but making a visualization takes a bunch of time so I only do that for specific videos. So basically, figure out what kind of video can be made in the time available and make that video rather than one that needs 3 months of work. Its really easy to scope-creep your way to not shipping anything or needing a large budget, etc.

  • @cagecurrent
    @cagecurrent 2 дні тому

    A year late, but for this year, 2024, I'm going all in on Rust. I worked in C/C++ in the 90's, and I have since mostly worked in PHP, Java, Javascript/Typescript, but at the age of 55 I felt it was time to learn something new for my last 10:ish years of career. And it feels really fun to kind of getting back to the roots, getting closer to the hardware. I also worked with graphics in the 90's, but not since, so I'm investigating quite some time geting into WGPU, although I think I'd prefer to work with a graphics framework at a higher level (but it should be built on WGPU)... waiting for that market to settle, there seems to be so many alternatives but no clear winner.

  • @flwi
    @flwi 4 дні тому

    Nice one! Lots of stuff to explore

  • @14bebop14
    @14bebop14 4 дні тому

    I couldn't get sthrough the histry of your langs that came before the pt of the video -- I'm a dumbass sorry bro

  • @flwi
    @flwi 4 дні тому

    Such a nice collection of things that inspire! Thanks for taking the time collecting and presenting those gems!

  • @flwi
    @flwi 4 дні тому

    Wow, that tween plugin is exactly what I was looking for! Great intro!

  • @OlivierGeorg
    @OlivierGeorg 4 дні тому

    At 10:00, why is it the same comparing values or references? Can't references be different but values the same?

    • @chrisbiscardi
      @chrisbiscardi 4 дні тому

      Rust shared reference PartialEq compares the value the reference points to, not the pointer itself. doc.rust-lang.org/src/core/cmp.rs.html#1674-1676 when working with raw pointers you'd use ptr::eq or similar instead: doc.rust-lang.org/std/ptr/fn.eq.html

  • @4115steve
    @4115steve 5 днів тому

    mega cool

  • @CreedWylder
    @CreedWylder 6 днів тому

    I haven't been able to access any of the discord links in the blog posts, it just takes me to a placeholder server. Would be nice to have non-discord links. [Edit] you first have to join the Bevy server in order to see the links. Directly navigating to the links doesn't work, and looks like a broken server. Potentially needs an explanation on the blog post.

  • @Mint25pop
    @Mint25pop 6 днів тому

    I am always coming back for these videos! I hope you can keep this series going strong!

  • @ralphtq
    @ralphtq 7 днів тому

    Great example, and one I am learning from - thanks. However, I'm having an issue with 'Gradient': --> src/main.rs:5:5 | 5 | Gradient, | ^^^^^^^^ no `Gradient` in the root main.rs code starts as follows: // Prevents additional console window on Windows in release, DO NOT REMOVE!! #![cfg_attr(not(debug_assertions), windows_subsystem = "windows")] use palette::{ Gradient, FromColor, Lch, Srgb }; ...

  • @onerimeuse
    @onerimeuse 7 днів тому

    Why is this less than five minute video a better explanation with better, (immediate) examples than the other 2 hour videos on the same subject on this platform? Man I wish I'd seen this one two years ago while trying to get that light bulb to turn on 😂

  • @geoproces
    @geoproces 7 днів тому

    Hi Chris do you have link for this LIDAR ?

    • @chrisbiscardi
      @chrisbiscardi 7 днів тому

      all links are on the website which is linked in the description. The video for the LIDAR is ua-cam.com/video/-UxX-84wa4I/v-deo.html

  • @morgomi
    @morgomi 7 днів тому

    Oh, that's great! I've been developing a 3D puzzle game with for a few weeks to explore Bevy more detailed way. Custom Primitives will be especially useful for my game! Thank you.

  • @auroralong5437
    @auroralong5437 8 днів тому

    lmao showing the PR for correct lerping and then immediately showing an incorrect use of lerp smoothing bevy example as the next item is hilarious

  • @MihajloCiric
    @MihajloCiric 8 днів тому

    Very cool !

  • @anafabula
    @anafabula 8 днів тому

    8:15 There is a game like that called Scanner Sombre. Not in bevy unfortunately. It didn't do very well, but cool concept.

  • @vicc8881
    @vicc8881 8 днів тому

    As always I only understand the showcases, but I love the entire video, people are amazing. Thank you for this video 😉

    • @chrisbiscardi
      @chrisbiscardi 8 днів тому

      Is there anything I can do in the overview that would help you to understand what's going on?

  • @olafschluter706
    @olafschluter706 8 днів тому

    Part2 can be solved by applying the shoelace algorithm and Pick's theorem. The shoelace algorithm gives an area enclosed by the loop which Pick's theorem relates to the enclosed tiles, if the enclosing polygon has only coordinates that are natural numbers, which is the case here.

  • @Jianju69
    @Jianju69 8 днів тому

    How consistently does Bevy export to WebGPU?

    • @chrisbiscardi
      @chrisbiscardi 8 днів тому

      It will export to WebGPU whenever you build it with the feature enabled. You can see the examples running in WebGPU on this page: bevyengine.org/examples-webgpu/

  • @luxluth
    @luxluth 8 днів тому

    the new observer looks amazing. It giving me so much ideas

    • @chrisbiscardi
      @chrisbiscardi 8 днів тому

      Observers seem like a big deal. Very excited to see how they get used over the next few months.

  • @admazzola3569
    @admazzola3569 8 днів тому

    yay another shoutout for bevy_mesh_terrain_editor ha :D Yes the editor supports Terrain and it also supports Doodads-only so that grayboxed level is being built with only doodads, no terrain. My dungeons dont have terrain, only doodads. For the floor and walls and such. I think the similar way as morrowind did things

  • @peterhayman
    @peterhayman 8 днів тому

    yaay its twibtime!! ❤❤❤

  • @Pasta221
    @Pasta221 8 днів тому

    I really appreciate these videos! you are doing a whole teams amount of work just to keep us updated on bevy, truly amazing. ❤🎉

    • @chrisbiscardi
      @chrisbiscardi 8 днів тому

      Glad you're finding the videos useful!

  • @indiedevcasts
    @indiedevcasts 8 днів тому

    Thanks for the update!

  • @GeekMasher
    @GeekMasher 8 днів тому

    Always great videos on Bevy and ecosystem updates <3

  • @user-sv9es4nh9k
    @user-sv9es4nh9k 9 днів тому

    What is your VsCode theme please

  • @truestprophecy
    @truestprophecy 13 днів тому

    This video was very interesting to me especially due to the fact that you used rust to recreate your website

  • @BenjaminMaggi
    @BenjaminMaggi 13 днів тому

    Only a duche Will spend 5 minutes talking how great he is writing in 100 different languages then ends with rust go f**** you

  • @Serveny
    @Serveny 13 днів тому

    Very interesting as always 👍

  • @user-jy9qt3vv2q
    @user-jy9qt3vv2q 14 днів тому

    i wish i could write in rust

  • @notgate2624
    @notgate2624 14 днів тому

    StateScope is cool - teardown functions were annoying me

  • @ITheSteampunkGuy
    @ITheSteampunkGuy 14 днів тому

    Hey can you share the link to the "Ships and Planets" showcase at 03:22? I can't seem to find a reference to it in the bevy discord or online.

    • @chrisbiscardi
      @chrisbiscardi 14 днів тому

      The video chapter headings all match up with the headings on the website, which is linked in the description and shown at the beginning of the video.

    • @ITheSteampunkGuy
      @ITheSteampunkGuy 14 днів тому

      @@chrisbiscardi aha Didn't think to look there, thanks!

  • @vicc8881
    @vicc8881 14 днів тому

    first

  • @_js
    @_js 15 днів тому

    This is a little random but how are you splitting your screen like that 😅

    • @chrisbiscardi
      @chrisbiscardi 15 днів тому

      I use yabai as a tiling window manager on macos

    • @_js
      @_js 15 днів тому

      Thanks for the quick reply. Great stream btw! Appreciate your contents on Bevy and Rust 🙇‍♂️

  • @olafschluter706
    @olafschluter706 15 днів тому

    The interesting problem here is: how can you multi-thread the brute-force approach? You may create threads for each starting point running its cycle - but you need a way to determine when each thread hits the goal at the same time (number of steps). So you need another thread receiving messages from those threads, each and every time when a thread has completed a cycle. He needs to report the number of steps needed so far. The message receiving thread records the last message of each thread, until all messages have the same content.The nice thing in rust is that you can share read references to the map and the instructions among threads using Arc. That's lock-free and memory-saving. Or is there a better way?

  • @olafschluter706
    @olafschluter706 16 днів тому

    I used that problem to play around with traits and generics. I defined a trait RuleSet offering two functions, one to calculate the type of hand of a &str, the other to give the value for a card. So, aside of this different RuleSet implementations for part 1 and part 2, the rest of the logic could be shared. DRY.... It did not even use dynamic polymorphism, as you can define a fn play<R: RuleSet>(..) and call it by play::<RuleSetImpl>(..). Access to the ruleset-specific functions is provided by like R::type_of_hand(...) at the appropriate places where those functions are needed. A use case for empty structs.

  • @zactron1997
    @zactron1997 17 днів тому

    I don't think I'll ever get tired of seeing stuff I work on showing up in the videos of UA-camrs I watch (the Oklab/lch support, colour conversion diagram, and a lot of the glue between colour spaces was stuff I worked on)

    • @chrisbiscardi
      @chrisbiscardi 17 днів тому

      the diagram is :chefs-kiss: and I'm *very* happy to have oklch support. Thank you for putting the time into this!

  • @TekExplorer
    @TekExplorer 17 днів тому

    Is there a way to do server functions in a way that makes a serverside plugin ecosystem viable?

  • @monstercameron
    @monstercameron 17 днів тому

    why a stand alone engine and not plugins/fork of godot?

    • @cloudsquall88
      @cloudsquall88 17 днів тому

      First and foremost, a widely used engine written in Rust does not exist yet. Rust can give an (open source) game engine substantial benefits over others that are written in C++, most notably maintainability and lower barrier to entry to contributors. Second, a new engine that builds upon the lessons learnt from now over-10-year-old technology, and showing growing signs of popularity, is primed to become a good player in the game engine scene. Third, you would be astounded at the rate of progress in Bevy if you look into the github commits. I've been following Godot since it was open-sourced, and the amount of features being added in Bevy eclipse what's going on in Godot. So much so that you could possibly reverse your question! (I'm joking on that part of course. Godot is amazing, and thankfully it has started getting the recognition it deserves)

    • @tri99er_
      @tri99er_ 17 днів тому

      Bevy engine has nothing to do with Godot and is incompatible with it in principle. In short: Godot is built around OOP paradigm, while Bevy is built around Data oriented ECS paradigm.

  • @alternativepotato
    @alternativepotato 17 днів тому

    Not gonna lie I dig this

  • @klirmio21
    @klirmio21 17 днів тому

    dam you really visualized it man! thanks