Mario Morgenthum @morgenthum.bsky.social · 28/09/2026A 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 074
Mario Morgenthum @morgenthum.bsky.social · 09/07/2026I 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 1121
Mario Morgenthum @morgenthum.bsky.social · 30/06/2026Released 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 1305
Mario Morgenthum @morgenthum.bsky.social · 21/03/2026I 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 2145
Mario Morgenthum @morgenthum.bsky.social · 10/03/2026The first "real" post on my new blog. morgenthum.dev/blog/introdu... #gamedev #rust #bevy #bevyengine #indiedev #rustlang #architecturemorgenthum.devHow to introduce layers into Bevy gamesA 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. 0196
Mario Morgenthum @morgenthum.bsky.social · 09/03/2026Released bevy_xray, a TUI tool to visualize Bevy state hierarchies, plugin dependencies, and schedule configurations. crates.io/crates/bevy_... #gamedev #rust #bevy #bevyengine #indiedev #rustlangcrates.iocrates.io: Rust Package Registry 0174
Mario Morgenthum @morgenthum.bsky.social · 24/02/2026The 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 1103
Mario Morgenthum @morgenthum.bsky.social · 17/01/2026I have published a documentation website for map_scatter: mapscatter.rs Check it out. #gamedev #rust #bevy #bevyengine #procedural #indiedev #rustlangmapscatter.rsmap_scatterRule-based object scattering for games and tools. 082
Mario Morgenthum @morgenthum.bsky.social · 17/01/2026map_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 #rustlangcrates.iocrates.io: Rust Package Registry 0114
Mario Morgenthum @morgenthum.bsky.social · 05/11/2025I 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 1155
Mario Morgenthum @morgenthum.bsky.social · 21/10/2025Released 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 0154
Mario Morgenthum @morgenthum.bsky.social · 07/10/2025Migrated 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 1246
Mario Morgenthum @morgenthum.bsky.social · 06/10/2025Released bevy_map_scatter on crates.io. Crate: crates.io/crates/bevy_... Examples: github.com/morgenthum/m... #gamedev #rust #bevy #bevyengine #procedural #indiedev #rustlangcrates.iocrates.io: Rust Package Registry 1184
Mario Morgenthum @morgenthum.bsky.social · 01/10/2025After releasing map_scatter yesterday, I am working on bevy_map_scatter. #gamedev #rust #bevy #bevyengine #procedural #indiedev #rustlang 1173
Mario Morgenthum @morgenthum.bsky.social · 30/09/2025Finally released map_scatter on crates.io! Crate: crates.io/crates/map_s... Examples: github.com/morgenthum/m... #gamedev #rust #bevy #bevyengine #procedural #indiedev #rustlangcrates.iocrates.io: Rust Package Registry 0186
Mario Morgenthum @morgenthum.bsky.social · 18/09/2025A 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 1205
Mario Morgenthum @morgenthum.bsky.social · 17/09/2025Working on final steps - documentation and examples! #gamedev #rust #bevy #bevyengine #procedural #indiedev #rustlang 281
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 1204
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 1236
Mario Morgenthum @morgenthum.bsky.social · 10/04/2025@bevyengine.org Building Iggy's world! 🦔 #indiedev #gamedev #BevyEngine #rustlang 0252