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dcvz

@dcvz.io
44 followers 63 following 57 posts

Open Source ❤️ Rust. Gamedev enthusiast experimenting with Bevy/Godot. Exploring N64 nostalgia. Building runblaze.dev 🚀

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dcvz @dcvz.io · 25/02/2026
Very cool! We had to build our own for godot-bevy as egui is very much tied to Bevy being the renderer
Screen of Godot showing Bevy entities from the godot-bevy library
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dcvz @dcvz.io · 10/12/2025
Prototyping something cool (maybe?) for godot-bevy 😏 #godotengine #bevyengine #rustlang
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dcvz @dcvz.io · 17/06/2025
Whoever decided at some point that the streets in Berlin should be filled with trees… thank you! 🙏 🥵
Picture of a two roads (going and coming) where trees are planted along both sides and the middle casting shade unto the sidewalks and streets.
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dcvz @dcvz.io · 08/06/2025
🧩 The second change is a nice QoL upgrade: #[derive(NodeTreeView)] is already great for finding subnodes easily. Now it supports pattern matching — making your tree traversals more flexible and robust!
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dcvz @dcvz.io · 08/06/2025
🎯 The biggest change: introducing the bevy_component macro! Now you can annotate custom Godot Nodes with the components they should get when converted into Bevy entities — with field matching. This gives a ton of control for Godot-first workflows where scene building happens entirely in editor 🙌
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dcvz @dcvz.io · 02/06/2025
Experiment with something and it’s already been very useful in testing and debugging #Godot #BevyEngine
Screenshot showing a Godot with Bevy ECS game window and a window printing out the entities in the Bevy world
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dcvz @dcvz.io · 07/12/2024
Metal backend for RT64: A few more missing things have been added! Depth sampling tested and working. Looks like it’s time to start trying it with Zelda64Recomp 🚀
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dcvz @dcvz.io · 02/12/2024
Metal backend for RT64: Fixed up being able to do pipeline switches between draw calls. Slowly the tests cover more of the Render Hardware Interface (RHI) ✨
Image showing the render output of the test program. Blue background on the full window, a few colored green squares and two triangles. One triangle is solid gradient, and the second one has different blend so it's slightly see-through.
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dcvz @dcvz.io · 02/12/2024
Depth clearing working now in the in-progress Metal backend for RT64! The issue is clearing depth (like clearing color) can specify specific rects to clear, which is not something Metal natively supports. Similar to how I did clear color, we use a custom shader and draw calls to emulate it.
Image showing the color and depth texture. The depth texture shows smalls squares that have been depth cleared.
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