Introduction Welcome back to the third installment of my series on the development of Solari, Bevy's realtime pathtraced renderer! Bevy 0.19 is fast approaching, so let's talk about what I've been working on. Compared to 0.18, this cycle was lighter on big features. Most of my time went into polishing existing aspects of the renderer, rather than writing new techniques. I spent a…
A little different than my usual graphics-related posts, but I've written about how my company uses Bevy/egui/Rust in production. Go give it a read! https://nominal.io/blog/nominal-connect-shipping-realtime-desktop-software-with-rust-bevy-and-egui
Introduction It's been approximately three months since my last post , which means it's time to talk about all the work I've been doing for the upcoming release of Bevy 0.18! Like last time, this cycle has seen me focused entirely on Solari - Bevy's next-gen, fully dynamic raytraced lighting system, allowing artists and developers to get high quality lighting - without having…
Lighting a scene is hard! Anyone who's tried to make a 3D scene look good knows the frustration of placing light probes, tweaking shadow cascades, and trying to figure out why their materials don't look quite right. Over the past few years, real-time raytracing has gone from a research curiosity to a shipping feature in major game engines, promising to solve many of these problems by…
Written in response to Bevy's Fifth Birthday . Introduction Welcome to the review of my third year of Bevy development! After three years, I'm still enjoying Bevy as much as ever. Not only that, but development is the smoothest it's ever been! As is my usual writing style, this post is going to be a bit dry and disjointed, and maybe not the most hype-oriented. It's not exactly…
Introduction Bevy 0.16 is releasing soon, and as usual it's time for me to write about the progress I've made on virtual geometry over the last couple of months. Due to a combination of life being busy, and taking an ongoing break from the project to work on other stuff (due to burnout), I haven't gotten as much done as the last two releases. This will be a much shorter blog post…
Introduction Original scene by Griffin . Slightly broken due to lack of double-sided material support. It's been a little over 5 months since my last post where I talked about the very early prototype of virtual geometry I wrote for Bevy 0.14. While it's still not production ready, the improved version of virtual geometry that will ship in Bevy 0.15 (which is releasing soon) is a very…
Written in response to Bevy's Fourth Birthday . Introduction The subtitle of this post is "Bevy's Fourth Birthday; Already???". I feel like I just wrote Bevy's third birthday reflections only a couple of months ago... time flies! It's been an awesome year, with a lot accomplished. Lets talk about that. A Year 11 Months of Meshlets What have I been doing in Bevy in the last…
Introduction The 0.14 release of the open source Bevy game engine is coming up, and with it, the release of an experimental virtual geometry feature that I've been working on for several months. In this blog post, I'm going to give a technical deep dive into Bevy's new "meshlet" feature, what improvements it brings, techniques I tried that did or did not work out, and what I'm…
Written in response to Bevy's Third Birthday . Introduction You can skip this section if you're only interested in hearing about Bevy - we'll get to that in a minute. Who am I? Hi, I'm JMS55, and I've been working on Bevy's 3D renderer for the past ~10 months. I've also been involved in the Rust gamedev community for a long time: I have been using Rust since…