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Kat Marchán 🐈 boosted
Shane Celis
Shane Celis
@shanecelis@mastodon.gamedev.place  ·  activity timestamp 2 weeks ago

New version. bevy_old_tv_shader

An "old TV" post-processing effect, updated for Bevy 0.16 and Bevy 0.17.

https://crates.io/crates/bevy_old_tv_shader #bevyengine #gamedev

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A 3D cube is spins on a pixelated screen with some curved screen warp shown.
A 3D cube is spins on a pixelated screen with some curved screen warp shown.
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Shane Celis
Shane Celis
@shanecelis@mastodon.gamedev.place  ·  activity timestamp 2 weeks ago

New version. bevy_old_tv_shader

An "old TV" post-processing effect, updated for Bevy 0.16 and Bevy 0.17.

https://crates.io/crates/bevy_old_tv_shader #bevyengine #gamedev

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A 3D cube is spins on a pixelated screen with some curved screen warp shown.
A 3D cube is spins on a pixelated screen with some curved screen warp shown.
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phildini boosted
Dekirisu 🦀
Dekirisu 🦀
@dekirisu@mastodon.social  ·  activity timestamp 3 weeks ago

🔥 added tire temperatures
🪿 ..it affects grip & degradation speed
🦫 (..and indirectly other things)

#rustlang #bevyengine #gamedev #screenshotsaturday

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Dekirisu 🦀
Dekirisu 🦀
@dekirisu@mastodon.social  ·  activity timestamp 3 weeks ago

🔥 added tire temperatures
🪿 ..it affects grip & degradation speed
🦫 (..and indirectly other things)

#rustlang #bevyengine #gamedev #screenshotsaturday

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Dekirisu 🦀
Dekirisu 🦀
@dekirisu@mastodon.social  ·  activity timestamp last month

👂 first try of skidding SFX
🦆 ..and suspension compression SFX
🐿️ (..or however one would call it)
🐦 made the engine sound more 'futuristic'

#rustlang #bevyengine #gamedev #sounddesign

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Shane Celis
Shane Celis
@shanecelis@mastodon.gamedev.place  ·  activity timestamp 9 months ago

Bevy rendering improvements goin' wild.

https://bsky.app/profile/pcwalton.bsky.social/post/3lhwcpfv7ys2e #bevyengine

https://bsky.app
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PATRICK WALTON: Bevy 0.16 has a GPU driven rendering path now, enabled by default on platforms where it's supported! It uses bindless resources and multi-draw indirect to hugely reduce drawcalls. GPU 2-phase occlusion culling is supported. CPU overhead is minimized by aggressively retaining objects on GPU.

As an example of the performance, Activision's Caldera map, with ~30k meshes and millions of polys is about:
* 60 ms/frame in 0.14;
* 45 ms/frame in 0.15;
* 9.1 ms/frame in 0.16 (with all my PRs landed).

By way of comparison, Blender won't even load the glTF file, it's so big.
PATRICK WALTON: Bevy 0.16 has a GPU driven rendering path now, enabled by default on platforms where it's supported! It uses bindless resources and multi-draw indirect to hugely reduce drawcalls. GPU 2-phase occlusion culling is supported. CPU overhead is minimized by aggressively retaining objects on GPU. As an example of the performance, Activision's Caldera map, with ~30k meshes and millions of polys is about: * 60 ms/frame in 0.14; * 45 ms/frame in 0.15; * 9.1 ms/frame in 0.16 (with all my PRs landed). By way of comparison, Blender won't even load the glTF file, it's so big.
PATRICK WALTON: Bevy 0.16 has a GPU driven rendering path now, enabled by default on platforms where it's supported! It uses bindless resources and multi-draw indirect to hugely reduce drawcalls. GPU 2-phase occlusion culling is supported. CPU overhead is minimized by aggressively retaining objects on GPU. As an example of the performance, Activision's Caldera map, with ~30k meshes and millions of polys is about: * 60 ms/frame in 0.14; * 45 ms/frame in 0.15; * 9.1 ms/frame in 0.16 (with all my PRs landed). By way of comparison, Blender won't even load the glTF file, it's so big.
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