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Bunnarium Engine

@bunnariumengine.bsky.social
13 followers 2 following 26 posts

Bunnarium Engine is a C#-based game engine featuring an archetype-based ECS, a flexible framework-implementation layer, full generic math support, and more!🚧🐇 (bunder construction)

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Bunnarium Engine @bunnariumengine.bsky.social · 30/08/2026
happy Saturday, everybunny 🐇❗we here at Bunnarium Engine are finally releasing a (very small) part of what we've been working on all this time—specifically, mathematical primitives! more is coming in the nearish future, including geometry primitives, data structures and various other engine types!
github.com
GitHub - sqldatabunny/Bunnarium.Maths: Mathematics for Bunnarium Engine 🐇
Mathematics for Bunnarium Engine 🐇. Contribute to sqldatabunny/Bunnarium.Maths development by creating an account on GitHub.
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Bunnarium Engine @bunnariumengine.bsky.social · 05/03/2026
"bunnarium engine", rendered in the Pokopia-logo style.
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sqldatabunny @bunny.support · 02/01/2026
top 5 🐇 game engine development updates of 2025 (thread)
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sqldatabunny @bunny.support · 23/12/2025
left-handed and right-handed coordinate systems, just needs a single compiler symbol. compiler symbols can also set the matrix library to use either the pre-multiplied (row-vector) or post-multiplied (column-vector) convention. it works, it all works!!
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Bunnarium Engine @bunnariumengine.bsky.social · 26/05/2025
Bunnarium Engine is now on .NET 10 preview 4!
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Bunnarium Engine @bunnariumengine.bsky.social · 30/03/2025
it all started with an idea: what if static configuration variables that are declared for one type or another could all be optionally set from a configuration file? enter ConfigTarget, an attribute that integrates any static field or instance into a config file system with just one line of code!
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Bunnarium Engine @bunnariumengine.bsky.social · 22/12/2024
Bunnarium now has a pretty decently-featured MIDI parser that also generates note and tempo data that can be easily read as generic rhythm game data 🎶🐇
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Haskell programming language @haskell.org · 29/11/2024
Happy Friday
A logo of a "Prohibited" sign in green rather than red. In the border there is written "We do not test on animals, we test in production". A drawing of a rabbit with a heart next to it is in the upper part of the logo, a drawing of a server bay in flames in the bottom part.
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Bunnarium Engine @bunnariumengine.bsky.social · 18/11/2024
current number of source code files marked as documented, reviewed and ready for publishing: 69
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sqldatabunny @bunny.support · 15/11/2024
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Bunnarium Engine @bunnariumengine.bsky.social · 01/11/2024
I have a custom VS setting to make possible nullability errors be errors instead of mere warnings. pros: Bunnarium code is generally better. cons: sometimes a bunny is lazy and code is yelled (null-forgiving ! operator) more than it is typed.
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wriggle nightbug dot com @wrigglenightbug.com · 17/10/2024
Howdy ho! I commissioned a wriggle nightbug themed cursor from yoiy on twt. You can download it below ! yoiysan.fanbox.cc/posts/8727019
yoiysan.fanbox.cc
Aunn, Wriggle Nightbug & Takane Cursors|yoiy_san|pixivFANBOX
It's a commission work but for public use here's Aunn Komano : here's Wriggle : here's Takane Yamashiro : feel free to use it ^^) here's an instruction video of how to change your cursor, it helps me ...
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Bunnarium Engine @bunnariumengine.bsky.social · 25/03/2024
realtime doppler effect simulation status: it technically works but parts of it function on Looney Tunes logic and it's still clicking a lot when the doppler scale factor is positive...
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Bunnarium Engine @bunnariumengine.bsky.social · 15/01/2024
I have surveyed the shader language landscape and my two braincells have unified around a single thought - it may possible to to build a high-level common shader language that can be read as both glsl and hlsl, built entirely on macros and a dream.
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Bunnarium Engine @bunnariumengine.bsky.social · 14/01/2024
Crashing ! in Release Mode
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Bunnarium Engine @bunnariumengine.bsky.social · 18/12/2023
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Bunnarium Engine @bunnariumengine.bsky.social · 16/12/2023
entity component system processing is no longer split into AS MANY THREADS AS POSSIBLE. systems are now balanced into a thread count that DOESN'T exceed the logical core count and, for my tenacity, the ThreadPooler rewarded me with a bag of carrots and a fluff ૮₍ ˶ᵔ ᵕ ᵔ˶ ₎ა
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Bunnarium Engine @bunnariumengine.bsky.social · 22/09/2023
I've lost control of my life
a c# struct signature of an implementation of a generic 1-dimensional vector
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Bunnarium Engine @bunnariumengine.bsky.social · 21/09/2023
it's such a relief that the ECS is working now! it's so nice to have the most difficult-to-program part of the engine complet- what do you mean "what about rendering"?
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Bunnarium Engine @bunnariumengine.bsky.social · 12/09/2023
If Bunnarium ever charges for engine use, then payment will be accepted in the following forms: · Ear scritches · Fur fluffs · Carrots
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Bunnarium Engine @bunnariumengine.bsky.social · 15/08/2023
if there's any lesson imparted from using generics, it's that you don't need to fret about making separate classes for QuadTrees and OctTrees when you can make a tree that works in any number of dimensions!
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Bunnarium Engine @bunnariumengine.bsky.social · 11/08/2023
we are so back
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Bunnarium Engine @bunnariumengine.bsky.social · 31/07/2023
they're called runtime errors because they run away with all of your time
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Bunnarium Engine @bunnariumengine.bsky.social · 30/07/2023
what do you mean "it's not a word"? who asked you?? go to heck
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