dcvz
dcvz.io
dcvz
@dcvz.io
35 followers 57 following 45 posts
Open Source ❤️ Rust. Gamedev enthusiast experimenting with Bevy/Godot. Exploring N64 nostalgia. Building runblaze.dev 🚀
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dcvz @dcvz.io · Sep 6
With ARM64 Linux runners now being generally available for GitHub Actions thought it’s worth mentioning that Blaze has had them for a while now and at a fixed monthly cost!

runblaze.dev
Blaze | Github Action Runners
Harness the power of our Apple Silicon, Linux ARM64, and Linux x64 for faster builds at a fixed monthly price.
runblaze.dev
dcvz @dcvz.io · Aug 21
Really nice cover, and the art is gorgeous too! I don’t usually listen to much K-pop, but I’ve always loved music videos like this. Especially when they use custom artwork instead of anime clippings ✨

youtu.be/r7DQpYZJ3tk?...

#MV #Art #NewJeans
Cool With You (Cover) [HAPPY 2ND SONG ANNIVERSARY] | Eunkul! x @jinkychii
YouTube video by Eunkul!
youtu.be
dcvz @dcvz.io · Aug 12
New godot-bevy release! 🚀 0.9.0

Some nice things in this one! A new plugin, performance boosts, new APIs and some devexp goodies. We've moved to using Bevy transforms meaning you can now make use of bevy physics plugins (Avian) ✨

Full changelog on Github 🎁

#bevyengine #godotengine #rustlang
Release v0.9.0 · bytemeadow/godot-bevy
Summary This release brings performance boosts, new APIs, and improved developer tools for smoother Godot-Bevy integration. It also adds a new plugin, enhanced transform syncing, and expanded utili...
github.com
dcvz @dcvz.io · Jul 15
🎉 New godot-bevy release is live! Major improvements:

✅ Plugin-based architecture - opt in/out of plugins
✅ Multithreaded Bevy
✅ Signals now support arguments
✅ Multi-field Bundle macro support
✅ Bug fixes and general improvements

More modular, more powerful! 🚀

#bevyengine #godotengine #rustlang
Release v0.8.0 · bytemeadow/godot-bevy
Migration Guide https://bytemeadow.github.io/godot-bevy/migration/v0.7-to-v0.8.html Summary Multithreaded Bevy Performance (Breaking Change) Plugin-Based Architecture (Breaking Change) Enhanced Be...
github.com
dcvz @dcvz.io · Jul 5
Haven't posted about #godotbevy in a bit, but we've been quietly grinding away! Really cool to see people building projects with it. A community has slowly been forming, and we've been fixing bugs and improving things. Still lots to do but new release coming 🔜

#godotengine #bevyengine #rustlang
dcvz @dcvz.io · Jun 20
🎮 New drop: gdenv! The easiest way to install and switch between multiple Godot versions ✨

• Built with Rust for speed
• Cross-platform (macOS/Linux/Windows)
• Supports .NET/Mono builds and pre-releases

Perfect for game devs juggling multiple projects!

#godotengine #rustlang
GitHub - bytemeadow/gdenv: The best command-line tool to install and switch between multiple versions of Godot.
The best command-line tool to install and switch between multiple versions of Godot. - bytemeadow/gdenv
gdenv.bytemeadow.com
dcvz @dcvz.io · Jun 17
Whoever decided at some point that the streets in Berlin should be filled with trees… thank you! 🙏 🥵
dcvz @dcvz.io · Jun 15
I hope that sort of answers your query! Feel free to ask if you have any other questions 😁
dcvz @dcvz.io · Jun 15
As a developer if you’re careful about architecting your systems to isolate Godot API. That can make a big difference too. For example track animation state in ECS, and just have one system that actually makes the call to a Godot node to set the animation tree, etc
dcvz @dcvz.io · Jun 15
There are a few things the lib has that if you use, should make transitions less painful: using our Transforms for movement. BevyBundle macro allows you to tag Godot Nodes with components. Your queries can be specific to your needs (Player, Health, etc) and not Godot specific: With<Sprite2DMarker>
dcvz @dcvz.io · Jun 15
Great question! Obviously I can’t really tell you as it hasn’t happened yet but for one it’s a possibility I do try to keep in mind as I further develop the library.

I won’t say it’d be completely painless but IMO if you build with that mindset from the start, you can go a long way
dcvz @dcvz.io · Jun 14
🎉 godot-bevy v0.7.0 is out!

Release with bug fixes and improvements:

✨ Node Type Markers - Better and more efficient ECS queries
⚡ Fix Timing - Component available in Startup systems
🚀 Performance improvements

We also now have a #godotbevy book! 📖

#godotengine #bevyengine #rustlang #gamedev
Release v0.7.0 · dcvz/godot-bevy
What's Changed Update the README "Basic Usage" section & add simple Node2D movement example by @DragonAxe in #37 feat: add explicit configuration of transform sync mode by @dcvz in #44 feat(docs):...
github.com
dcvz @dcvz.io · Jun 14
Recent #godotbevy question: does our library (Bevy + Rust) offer performance benefits vs just architectural ones? We don't have extensive perf tests yet, but our first one shows nice improvements: Boids in GDScript vs ECS via our lib on our main branch!

#godotengine #bevyengine #rustlang #gamedev
dcvz @dcvz.io · Jun 8
🧩 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!
dcvz @dcvz.io · Jun 8
🎯 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 🙌
dcvz @dcvz.io · Jun 2
Experiment with something and it’s already been very useful in testing and debugging #Godot #BevyEngine
dcvz @dcvz.io · May 31
I have to be careful to not make too many release in a short time-span 😅 Are you currently using the library?
dcvz @dcvz.io · May 31
Apologies if release schedule is too fast. I don't plan to make a new release every day, but (un)fortunately had a bit more time than expected 😅
dcvz @dcvz.io · May 31
Published bevy-godot 0.6.0! Focus: Improved Audio API inspired by @nikl.me's bevy_kira_audio ✨

- Audio channels
- Builder API
- Spatial audio (2D/3D AudioStream)
- Tweening & fade effects
- Per channel / individual sound control

#GameDev #RustLang #Godot #BevyEngine
Release v0.6.0 · dcvz/godot-bevy
What's Changed feat(audio): Improved Audio API by @dcvz in #25 Breaking The Audio API has been improved adding support for: Audio channels - Split audio into organized channels (music, SFX, etc...
github.com
dcvz @dcvz.io · May 30
Support for AssetServer also means you can now use other #Bevy plugins such as @nikl.me's bevy_asset_loader with your Godot assets ✨
dcvz @dcvz.io · May 29
Looks like the answer is to create a custom AssetReader ✨