Chris Biscardi
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chrisbiscardi.bsky.social
Chris Biscardi
@chrisbiscardi.bsky.social
Rustlang and Rustlang accessories

* YouTube: https://www.youtube.com/@chrisbiscardi
* Learn Rust: https://www.rustadventure.dev/
* Rust Discord: https://discord.gg/GJ5UfxzUcP
* Party Corgi Content Discord: https://discord.gg/partycorgi
and here's X
November 14, 2025 at 5:10 AM
picking different forwards for bones is easy though. here's negative z
November 14, 2025 at 5:10 AM
not currently "keeping" the original angles, instead choosing to use z-forward (probably should be neg-z forward though)
November 14, 2025 at 5:09 AM
I could watch this all day haha

Updates include pre-computing the bone lengths from the joint offsets when loading the bind pose.

Built in Bevy
November 14, 2025 at 4:59 AM
3d axis rotations are looking pretty ok now
November 12, 2025 at 6:47 AM
might have gotten a little carried away
November 11, 2025 at 7:08 AM
made the inverse kinematics leap to 3d.
November 9, 2025 at 12:22 PM
Figured out the proper transform+rotation for the IK in bevy, then slapped some meshes on the bones
November 8, 2025 at 8:00 PM
I've got positions and rotations, but not at the same time :laughing:
November 8, 2025 at 4:38 AM
First attempt at inverse kinematics using FABRIK with Bevy. Goal is spiders and turrets in 3d.
November 7, 2025 at 9:27 PM
lightmap baking scripts for skein making some progress
November 5, 2025 at 10:00 PM
Bevy lookin good
October 28, 2025 at 5:29 PM
updated the low-poly terrain chunk management demo to 0.17 and made it use bevy_malek_async, which is *awesome*.

github.com/rust-adventu...
October 25, 2025 at 11:12 PM
2d visibility mesh, passed into a post-process shader and obscuring non-visible areas
October 21, 2025 at 8:05 PM
and with rnadom shapes
October 19, 2025 at 1:27 AM
with wireframes
October 19, 2025 at 1:23 AM
getting closer
October 19, 2025 at 1:21 AM
progress on the 2d visibility mesh demo.

We built out raytracing from scratch, now just need to take advantage of it to fill in the rest of the triangles
October 18, 2025 at 11:01 PM
Now what *does* happen, is that because observers are recursive, if you "trigger C; queue D" vs "queue D; trigger C" you will see different behavior.

This is because the observer will always run to completion before continuing. One of these images is the former, and the other is the latter.
October 18, 2025 at 10:57 PM
video of data being inserted on a component
October 16, 2025 at 11:21 PM
Work in progress support for Vec<String> component data in Skein/Blender.

Supporting arrays in Blender is a whole heap of custom handling (you can't just say "this is an array, thanks"), but the full lifecycle is working from component definition, to ui, to gltf data now.
October 16, 2025 at 11:20 PM
understatement of the decade
October 16, 2025 at 12:56 PM
skein is up on the bevy assets page woo

bevy.org/assets/
October 14, 2025 at 9:41 PM
There are definitely bugs and edge cases to handle, but its pretty decent for a first run
October 14, 2025 at 9:01 PM
A quick visibility mesh implementation in bevy.

Sort vertices globally by angle relative to player, iterate, and build mesh. repeatedly .insert_attribute visibility mesh positions on a Mesh every frame.
October 14, 2025 at 9:00 PM