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Mario Morgenthum

@morgenthum.bsky.social
33 followers 14 following 42 posts

Software architect at HUK-COBURG 💻 and math student 🧑‍🎓

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Mario Morgenthum @morgenthum.bsky.social · 28/09/2026
A first vertical slice of Wild Spikes. New lighting, sounds, and a small playable chapter. More on my blog: morgenthum.dev/blog/a-first... #gamedev #rust #bevy #bevyengine #indiedev #rustlang
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Mario Morgenthum @morgenthum.bsky.social · 09/07/2026
I am curious: what tools do you use to create voxel-like 3d models for your game? not big Minecraft-style cubes, but more like Teardown. I am considering giving my hedgehog game wild spikes a voxel look. I need mac compatibility and user-friendliness. #gamedev #indiedev #bevy #voxel #teardown
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Mario Morgenthum @morgenthum.bsky.social · 30/06/2026
Released version 0.5 of bevy_map_scatter, a rule based object scattering crate, with bevy 0.19 support and a brand new forest trail example that demonstrates 3d scattering with streaming. #gamedev #rust #bevy #bevyengine #procedural #indiedev #rustlang
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Mario Morgenthum @morgenthum.bsky.social · 21/03/2026
I added a weather tablet to my game. I have dynamic weather in the game, and depending on the weather, some quests can be solved more easily. With the weather forecast, the player can plan their quests better. #gamedev #rust #bevy #bevyengine #indiedev #rustlang #architecture
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Mario Morgenthum @morgenthum.bsky.social · 10/03/2026
The first "real" post on my new blog. morgenthum.dev/blog/introdu... #gamedev #rust #bevy #bevyengine #indiedev #rustlang #architecture
morgenthum.dev
How to introduce layers into Bevy games
A look at the layered architecture behind Wild Spikes, my survival game built with Rust and Bevy. Strict dependency rules, clear boundaries, and why it matters.
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Mario Morgenthum @morgenthum.bsky.social · 09/03/2026
Released bevy_xray, a TUI tool to visualize Bevy state hierarchies, plugin dependencies, and schedule configurations. crates.io/crates/bevy_... #gamedev #rust #bevy #bevyengine #indiedev #rustlang
crates.io
crates.io: Rust Package Registry
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Mario Morgenthum @morgenthum.bsky.social · 24/02/2026
The last update was a while ago, so here's the current status: Over the last few weeks I've been working a lot on Wild Spikes and introduced a layered structure to keep technical details out of the game code. #gamedev #rust #bevy #bevyengine #procedural #indiedev #rustlang
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Mario Morgenthum @morgenthum.bsky.social · 17/01/2026
I have published a documentation website for map_scatter: mapscatter.rs Check it out. #gamedev #rust #bevy #bevyengine #procedural #indiedev #rustlang
mapscatter.rs
map_scatter
Rule-based object scattering for games and tools.
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Mario Morgenthum @morgenthum.bsky.social · 17/01/2026
map_scatter 0.4.0 is out! Streaming and Bevy 0.18 support. Check it out: map_scatter: crates.io/crates/map_s... bevy_map_scatter: crates.io/crates/bevy_... #gamedev #rust #bevy #bevyengine #procedural #indiedev #rustlang
crates.io
crates.io: Rust Package Registry
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Mario Morgenthum @morgenthum.bsky.social · 05/11/2025
I switched my custom weather implementation to use Bevys atmosphere and sundisk features. I also added several atmosphere presets that I interpolate between during weather transitions - for example, from sunny to rainy #gamedev #rust #bevy #bevyengine #procedural #indiedev #rustlang
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Mario Morgenthum @morgenthum.bsky.social · 21/10/2025
Released map_scatter and bevy_map_scatter in version 0.3.0! Serde and ron dependencies are now optional. crates.io/crates/map_s... crates.io/crates/bevy_... #gamedev #rust #bevy #bevyengine #procedural #indiedev #rustlang #avian3d #avian #map_scatter
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Mario Morgenthum @morgenthum.bsky.social · 07/10/2025
Migrated the biome generation of Wild Spikes to bevy_map_scatter. Currently using a small scatter plan that only generates one type (one kind of tree). But everything works as expected! #gamedev #rust #bevy #bevyengine #procedural #indiedev #rustlang #avian3d #avian #map_scatter
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Mario Morgenthum @morgenthum.bsky.social · 06/10/2025
Released bevy_map_scatter on crates.io. Crate: crates.io/crates/bevy_... Examples: github.com/morgenthum/m... #gamedev #rust #bevy #bevyengine #procedural #indiedev #rustlang
crates.io
crates.io: Rust Package Registry
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Mario Morgenthum @morgenthum.bsky.social · 01/10/2025
After releasing map_scatter yesterday, I am working on bevy_map_scatter. #gamedev #rust #bevy #bevyengine #procedural #indiedev #rustlang
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Mario Morgenthum @morgenthum.bsky.social · 30/09/2025
Finally released map_scatter on crates.io! Crate: crates.io/crates/map_s... Examples: github.com/morgenthum/m... #gamedev #rust #bevy #bevyengine #procedural #indiedev #rustlang
crates.io
crates.io: Rust Package Registry
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Mario Morgenthum @morgenthum.bsky.social · 18/09/2025
A more concrete example using map_scatter: a forest with natural rules, such as "willows are more likely to be near water." #gamedev #rust #bevy #bevyengine #procedural #indiedev #rustlang
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Mario Morgenthum @morgenthum.bsky.social · 17/09/2025
Working on final steps - documentation and examples! #gamedev #rust #bevy #bevyengine #procedural #indiedev #rustlang
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Mario Morgenthum @morgenthum.bsky.social · 28/08/2025
@bevy.org Announcing map_scatter and bevy_map_scatter: a tiny, engine‑agnostic toolkit for rule‑based object scattering on maps. Build field‑graph rules, run multi‑stage placement, get reproducible results. #gamedev #rust #bevy #bevyengine #procedural #indiedev #rustlang
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Mario Morgenthum @morgenthum.bsky.social · 26/08/2025
@bevy.org First pass at procedural vegetation in Wild Spikes. Poisson-disk sampling generates candidates, then a FieldGraph (EDT/SDF with gates & modifiers) bakes per-chunk+halo rasters to compute final densities. #gamedev #rust #bevy #bevyengine #procedural #indiedev #rustlang
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Mario Morgenthum @morgenthum.bsky.social · 10/04/2025
@bevyengine.org Building Iggy's world! 🦔 #indiedev #gamedev #BevyEngine #rustlang
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