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syynth

@syynth.dev
1.5K followers 2.1K following 116 posts

web dev by day, aspiring game dev by other days he/him JavaScript • Rust • C# • Game Dev • UI • 3D Printing • CAD

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syynth @syynth.dev · 21/06/2026
i’m so excited for rendering code to be plain systems, i never quite got my head fully around the render graph code
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Bevy @bevy.org · 19/06/2026
Bevy 0.19 is out now! It features Next Generation Scenes, Render Bigger Scenes Faster, Contact Shadows, More Feathers Widgets, Text Input, Richer Text, App Settings, Post Processing Effects, Improved Skinned Mesh Culling, and more! bevy.org/news/bevy-0-19
bevy.org
Bevy 0.19
Thanks to 261 contributors, 1185 pull requests, community reviewers, and our generous donors, we're happy to announce the Bevy 0.19 release on crates.…
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Natalie @ncthbrt.northsky.social · 18/05/2026
Finally got my holographic radiance cascade implementation working. Now to optimise and integrate with bevy and build the shaders to start making this look non-photorealistic. #vfx #graphicsprogramming
Two lights, one red, one blue shining in a void
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syynth @syynth.dev · 08/03/2026
i couldn’t fully articulate what i want here but “something something comptime”, proc macros make me so sad
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Patrick Walton @pcwalton.turbofishstudios.com · 29/01/2026
My fork of Bevy Hanabi, Hanabi-Batched, has been updated to support 0.18 and has many more improvements, such as lookup textures, PBR particles, and GPU mergesort for ribbons: github.com/pcwalton/bev... If you're looking for a way to use Hanabi on 0.18, feel free to grab it!
github.com
GitHub - pcwalton/bevy_hanabi: A fork of Bevy Hanabi, the GPU-driven VFX system for Bevy, with improved performance and functionality
A fork of Bevy Hanabi, the GPU-driven VFX system for Bevy, with improved performance and functionality - pcwalton/bevy_hanabi
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Jondolf @jondolf.bsky.social · 17/01/2026
I just released version 0.5 of Avian, an ECS-driven physics engine for @bevy.org. This is the first update under our new release process, where we publish Bevy version updates separately from feature releases. As always, an announcement post can be found here: joonaa.dev/blog/11/avia...
joonaa.dev
Avian Physics 0.5 - Joona Aalto
Bevy 0.18 support
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charlotte 🌸 @charlotte.fyi · 16/01/2026
just opened up my render graph as systems pr. this is a massive and potentially controversial change to replace bevy's render graph with system schedules! github.com/bevyengine/b...
github.com
Replace `RenderGraph` with systems by tychedelia · Pull Request #22144 · bevyengine/bevy
render-graph-as-systems NoteRemember to check hide whitespace in diff view options when reviewing this PR This PR removes the RenderGraph in favor of using systems. Motivation The RenderGraph API ...
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syynth @syynth.dev · 16/01/2026
this is incredible!
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Bevy @bevy.org · 13/01/2026
Bevy 0.18 is out now! It features Atmosphere Occlusion and PBR Shading, Generalized Atmospheric Scattering Media, Solari features, PBR Fixes, Font Variations, Automatic Directional Navigation, Fullscreen Materials, Cargo Feature Collections, Camera Controllers, and more! bevy.org/news/bevy-0-...
bevy.org
Bevy 0.18
Bevy is a refreshingly simple data-driven game engine built in Rust. It is free and open-source forever!
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MonoGame @monogame.net · 30/12/2025
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JMS55 @jms5517.bsky.social · 27/12/2025
New post! "Realtime Raytracing in Bevy 0.18 (Solari)" jms55.github.io/posts/2025-1...
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Jondolf @jondolf.bsky.social · 25/11/2025
Avian finally has built-in move and slide, the movement and collision algorithm at the heart of kinematic character controllers! #bevy #gamedev #physics #kcc PR: github.com/avianphysics...
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JMS55 @jms5517.bsky.social · 23/11/2025
Real life has kept me from posting, but I've still been hard at work on Bevy Solari! It now supports specular materials, and has a _way_ improved world cache! Realtime vs pathtraced reference
RealtimePathtraced reference
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nikomatsakis @nikomatsakis.com · 21/11/2025
New #rustlang blog post, about "move expressions", an idea that came up after my last post on ergonomic ref counting: smallcultfollowing.com/babysteps/bl...
smallcultfollowing.com
Move Expressions · baby steps
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alia @00alia00.bsky.social · 18/11/2025
Animated sprite for a fire. WIP 2d GI for bevy (rust game engine), ATM its just brute force ray trace on SDF but debugging cascades version atm.. #indiedev #gamedev #graphics #rust #bevy
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syynth @syynth.dev · 19/10/2025
i certainly wouldn’t want to implement an ECS myself but i find it makes my game code simpler than what i’d write in equivalent systems. but i’d also be lying if i said i didn’t enjoy all the type magic and “puzzle” of getting some of those things to compile and fit together nicely. ;)
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syynth @syynth.dev · 19/10/2025
i’ve had a very very positive experience integrating LDtk with bevy so far, it uses “tags” a lot, which map cleanly onto components, i don’t know how one would use it for a “big” project otherwise
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syynth @syynth.dev · 19/10/2025
i definitely find myself taking something that would be a one-off and turn it into a system just due to bevy’s design, but also my brain just works that way. tbh maybe if i used another engine after bevy i’d have new habits that i find improve my experience of iterating without breakage?
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syynth @syynth.dev · 19/10/2025
that’s a problem, and hopefully getting better with the hot-reloading, but my background in unity has taught me to expect the editor to lock up so i’m just suffering from low expectations, i imagine. occasionally running cargo clean and freeing 80gb is brutal, though
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syynth @syynth.dev · 19/10/2025
i see this often and believe everyone who says it, but my experience with using rust/bevy for gamedev has been that existing stuff breaks less when i add something new. maybe it’s just my skill issues, but i feel like it helps my iteration speed because something else hasn’t exploded in the process
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Chris Biscardi @chrisbiscardi.bsky.social · 17/10/2025
Observer filters in Bevy with EntityCommandsTrigger doesn't do what most people expect it to. Here's some experimentation in enabling `On<Event, Filter>` style observers to power the separation of observer functions that target different types of entities www.christopherbiscardi.com/bevy-observe...
christopherbiscardi.com
Bevy Observer Filters
Using On<Event, Filter> for fun and profit
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Jondolf @jondolf.bsky.social · 13/10/2025
I just released version 0.4 of Avian, an ECS-driven physics engine for @bevy.org. This is the biggest release yet, featuring 3x performance(!), overhauled forces and joints, voxel colliders, Bevy 0.17 support, and much more. As always, release notes can be found here: joonaa.dev/blog/09/avia...
joonaa.dev
Avian Physics 0.4 - Joona Aalto
Massive performance improvements, and overhauled forces and joints
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syynth @syynth.dev · 08/10/2025
this is my first time coming across BigBrain but this looks very interesting! i do especially like the fact that it could be asset driven, that’s slowly becoming more important to me as i get deeper into bevy
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syynth @syynth.dev · 07/10/2025
separate screenshots would have helped a lot, but i _think_ option C, though depending on how important the values around healthbars really are, i’m not sure i’d love the radial UI there. it looks nice, but feels less easy to read than a plain set of bars. i also like the G layout as a second choice
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Bevy @bevy.org · 30/09/2025
Bevy 0.17 is out now! It features Raytracing, Improved Observers / Events, UI Widgets, Rust Hotpatching, Light Textures, DLSS, Tilemap Chunks, Web Assets, Reflect Auto-Registration, UI Gradients, Raymarched Atmosphere, Virtual Geometry BVH Culling, and more! bevy.org/news/bevy-0-17
bevy.org
Bevy 0.17
Bevy is a refreshingly simple data-driven game engine built in Rust. It is free and open-source forever!
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Minnie Moog @minniemoog.me · 22/09/2025
I finally figured out how to screen record so I can post my progress again lol I finished the main cast's directional sprites a while ago! (Some minor tweaks pending)... Gonna post some animations soon! Featured here: Minnie, Solstice Laetitia, Farris #indiegame #devlog #pixelart #codetta
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JMS55 @jms5517.bsky.social · 20/09/2025
New blog post: "Realtime Raytracing in Bevy 0.17 (Solari)" jms55.github.io/posts/2025-0...
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syynth @syynth.dev · 21/09/2025
just came across this, it was super helpful, thanks!
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charlotte 🌸 @charlotte.fyi · 26/08/2025
hot take: talking about "the" bevy editor is a trap... we should focus on building composable, modular tools that deliver incremental value, just like everything else we do in @bevy.org www.charlotte.fyi/posts/toward...
charlotte.fyi
"The" Bevy Editor should not exist
charlotte, for your information
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syynth @syynth.dev · 16/08/2025
maybe i just need to try it and find out!
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syynth @syynth.dev · 16/08/2025
i’ve been looking at this with a lot of interest, but i’m struggling a little with where to apply the ideas. most of the immediate use cases i think of seem to really come back to system sets, where the “openness” is important, or just dependency management is the other obvious use i see
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JMS55 @jms5517.bsky.social · 15/08/2025
crates.io/crates/dlss_... Just published my open source crate for using DLSS in wgpu! Supports both super resolution and ray reconstruction. Also look forward to DLSS support in the upcoming Bevy 0.17 release!
crates.io
crates.io: Rust Package Registry
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Carter Anderson @cart.work · 11/08/2025
Today is Bevy's fifth birthday! As always, I've used this as a chance to reflect on the past year and outline my hopes and dreams for the next year of #bevy: bevy.org/news/bevys-f...
bevy.org
Bevy's Fifth Birthday
Bevy is a refreshingly simple data-driven game engine built in Rust. It is free and open-source forever!
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syynth @syynth.dev · 03/08/2025
i mostly work on macOS day to day, so i’ll have to give it a shot!
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syynth @syynth.dev · 02/08/2025
how’s the performance, comparatively? i’ve had to enable optimization for deps so my builds are farrrrr in excess of two minutes 😭
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𓍊𓋼Hippy Fishy𓋼𓍊 @hippyfishy.bsky.social · 15/07/2025
Premier set! Tune in to listen to my very first original song, Bubble Burst! Please look forward to it! Date 7/19 - 9pm EST!! youtu.be/rHjbma3dJio 𓆠Lyrics & Vocals→ HippyFishy 𓆠Arrangement/Mixing→ @minniemoog.me 𓆠Mastering→ ‪‪@luvgiantrobots.bsky.social‬ Thank you sooo much for your support!
youtu.be
BUBBLE BURST - HippyFishy【original song】
YouTube video by HippyFishy
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Minnie Moog @minniemoog.me · 15/07/2025
Come and listen with us this Saturday night! Very excited for my friend Hippy Fishy's debut! Their vocal work and creative direction are incredible! I acted as the arranger/producer on this one, so you'll get to hear me flex my music muscles. 💖In classic me fashion, it's a loooong soooong. 😊
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Detective Fantasia: EXCALIMURDER @detfantasia.bsky.social · 16/04/2025
Ocean level breakdown 🌊 Never posted this on Bluesky so here it is o/ #pixelart #indiedev #GameMaker
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syynth @syynth.dev · 12/06/2025
experimenting with bevy_hanabi and using particles to emit lights into the GI system. way over the top but i kind of love it #codetta #bevyengine #gamedev
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Bevy @bevy.org · 10/06/2025
Bevy Jam #6 is now in the voting period! Go play and rate some games! itch.io/jam/bevy-jam-6
itch.io
Bevy Jam #6
A game jam from 2025-05-31 to 2025-06-23 hosted by bevy. Welcome to the sixth official Bevy Jam! In this 9 day event, your goal is to make a game using Bevy , the free and open-source game engine buil...
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syynth @syynth.dev · 09/06/2025
got emissive sprites wired up and working! tried out making the player emissive and i think it's pretty neat (but too flickery). this has been so satisfying to build #codetta #gamedev #bevyengine
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syynth @syynth.dev · 08/06/2025
there are a bunch of visual artifacts due to my many rookie mistakes, but i _finally_ have the whole stack working together! real-time 2D GI with radiance cascades! #gamdev #bevyengine
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Johan Helsing @johanhelsing.bsky.social · 07/06/2025
bevy_smud (sdf shape rendering for Bevy) is back from the dead. I ported from Bevy 0.14 to 0.16. Getting tonemap support working turned out to be the biggest hurdle this time around. Everything seems to be running *smoothly* :P github.com/johanhelsing... #rustlang #gamedev #bevyengine
Screenshot of a bevy_smud example. A grid of sdf rendered shapes
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syynth @syynth.dev · 07/06/2025
definitely! i’ve felt tricked to realize the code samples it’s giving me are manually implementing traits that have derive macros, etc, but i have learned a lot in the process, too. i plan to spend today rewriting everything to use AsBindGroup and hopefully eliminating a lot of the code i’ve written
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syynth @syynth.dev · 07/06/2025
i’ve mostly dealt with that by saying “give me the smallest possible change that would get me closer to doing the next thing, in a way that i can test something is working”
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syynth @syynth.dev · 07/06/2025
tbh i’ve been looking at a variety of sources and examples, and mostly just struggling 😅 sometimes i ask AI to explain things to me and it tells me lies and creates subtle traps i fall for later, and then learn, but it has gotten me unstuck a few times too. bevy discord is friendly as well
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Bevy @bevy.org · 06/06/2025
After years of yelling into the void, the void finally answered our call! The Bevy Foundation has acquired the bevy.org domain, and as of today it is live as our official domain! Everything has been updated, including our Bluesky handle (which is now @bevy.org) and all official emails.
bevy.org
Bevy Engine
Bevy is a refreshingly simple data-driven game engine built in Rust. It is free and open-source forever!
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syynth @syynth.dev · 03/06/2025
i've been slowly learning to write shaders in #bevy and i'm working my way towards a 2D GI solution with radiance cascades. finally got my SDF calculation composited with the rest of the scene and it feels so goood! #gamedev #bevy
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Bevy @bevy.org · 24/04/2025
Bevy 0.16 is out now! It features GPU-Driven Rendering, Procedural Atmospheric Scattering, Decals, Occlusion Culling, Relationships, Better Spawning, Unified Error Handling, `no_std`, Faster Transform Propagation, and more! bevyengine.org/news/bevy-0-...
bevyengine.org
Bevy 0.16
Bevy is a refreshingly simple data-driven game engine built in Rust. It is free and open-source forever!
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Minnie Moog @minniemoog.me · 21/03/2025
Another mockup in my grayscale series! This time, it's an interior test environment. #devlog #indiegame #pixelart #horror #codetta
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