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Grilled Cheese is a product of Village Compute

Version devBuilt at: 2026-10-16 07:19:27 EDT

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@oli-on-quest.bsky.socialOct 16, 2026, 5:29 AM

The cat in Spellbyte got a fox, a dog and a dragon, and all four share one rig with the same pivots, motion and tests. A species is only geometry and paint, so the dragon's horns and the dog's ears go through the same clearance checks as the cat's arms.

#BevyEngine #GameDev #VoxelArt

@oli-on-quest.bsky.socialOct 15, 2026, 7:11 PM

Spellbyte's fox runs on the cat's skeleton and motion. Only its geometry and paint are its own: tall dark-tipped ears, white cheek ruffs, dark stockings and a brush tail that has to clear the legs in every clip.

#BevyEngine #GameDev #VoxelArt

@oli-on-quest.bsky.socialOct 15, 2026, 4:27 PM

The dragon in Spellbyte runs on the cat's rig too. Its horns were the part the art sheet was strictest about, so they got rebuilt four times before they matched.

#BevyEngine #GameDev #VoxelArt #Furry

@oli-on-quest.bsky.socialOct 15, 2026, 9:48 AM

The dog in Spellbyte shares the cat's rig. Its floppy ears hang from the same ear pivots that hold the cat's pointed ones, so the test that keeps ears off the shoulders checks them too.

#BevyEngine #GameDev #VoxelArt #furry

@oli-on-quest.bsky.socialOct 15, 2026, 4:47 AM

I gave the cat in Spellbyte a wave. It runs on the same procedural rig as walking and running, so it fades out the moment the cat starts moving again.

#BevyEngine #GameDev #VoxelArt

@oli-on-quest.bsky.socialOct 13, 2026, 5:03 PM

I've been working on the cat character creator in Spellbyte. I'm spending suspiciously long choosing fur colors for a game dev task.

#BevyEngine #GameDev #VoxelArt

@zymartugames.bsky.socialOct 12, 2026, 11:35 PM

We've been adding lots of little details to Fields of Aaru. Check out the same spot on the Nile, before and after! Plenty of late nights until 2 AM went into this😅

The updated demo is free on Steam:
store.steampowered.com/app/4410710/...

#cozygames #indiedev #bevyengine

@yasno.gamesOct 12, 2026, 4:34 PM

We're Yasno Games, two of us in Bulgaria making an MMO, ambitious, we know. The world grows from a seed: plates collide, ranges stack up in thrust sheets, and their slopes rest at 34° so you can climb across them. This is one at dawn.

#gamedev #proceduralgeneration #bevyengine

@yakage-yu.bsky.socialOct 11, 2026, 10:43 PM

The map is now a proper mine ☺

Timber-braced walls, specks of silver ore, see-through near walls, and a grid only while aiming.

Memories in this game are "Echoes"—to me, memory is sound.

Building the turn-based roguelike "Ipyimm.Rebirth();" in Rust + Bevy.

#GameDev #RustLang #BevyEngine

@wynspace.bsky.socialOct 11, 2026, 6:57 AM

MotionGfx: animations written as plain Rust, played in Bevy. This Rubik's cube scramble and solve is one timeline of relative Transform tweens, built with bevy_motiongfx.

github.com/voxell-tech/motiongfx

#bevy #rustlang #gamedev #motiongraphics #bevyengine

@oli-on-quest.bsky.socialOct 9, 2026, 10:32 PM

Been playing with portal loops in Spellbyte. A portal on the floor with another one right above it, and the fall just never ends. Two walls with portals facing each other do the same sideways, so you can walk that hallway forever.

#GameDev #VoxelArt #BevyEngine

@oli-on-quest.bsky.socialOct 9, 2026, 5:30 PM

I reworked the water to match the lava. It's built from small voxel columns now, each with its own little motion, and ledges step down instead of ending in a hard wall. Lava and water finally look like they belong in the same game.

#BevyEngine #GameDev #VoxelArt

@oli-on-quest.bsky.socialOct 9, 2026, 10:00 AM

Pseudoradius commented that lava cools where it meets the air, and cooler lava is darker. My shader had it backwards, so I flipped it and grouped the voxels into crust plates. Thanks for the idea, Pseudoradius!

#GameDev #VoxelArt #BevyEngine

@evrasoe.bsky.socialOct 4, 2026, 5:12 PM

Checkmate, flat-earthers. (Globe-ifying my world allowed me to do some more aggressive culling and improve some issues I had with lighting, and helps with the "scale" feel. 32x32KM with 361k trees. Solid 60 fps on the ground, a bit shakier from the air) #GameDev #IndieDev #SoloDev #BevyEngine

@oli-on-quest.bsky.socialOct 4, 2026, 4:08 PM

I'm working on something new, and this court is part of it. Every character gets its own home behind the same portal.

#GameDev #BevyEngine #VoxelArt

@evrasoe.bsky.socialOct 3, 2026, 7:46 PM

Did some more water improvements so it all blends together better. With mock transparency and a wet shoreline, I think the goal has been achieved. #GameDev #IndieDev #SoloDev #BevyEngine

@evrasoe.bsky.socialOct 2, 2026, 3:37 PM

Scotty, beam us up! You can now click on the minimap to instantly move there, doesn't take much time at all for the detail level to catch up #GameDev #IndieDev #SoloDev #BevyEngine

@evrasoe.bsky.socialOct 2, 2026, 5:08 AM

Upped my water game with ripples and star reflections, applied on the sin wave based water plane I already had. Insomnia has its pluses I suppose #GameDev #IndieDev #SoloDev #BevyEngine

@evrasoe.bsky.socialOct 1, 2026, 9:36 PM

Building upon yesterday's biome: Automatic vegetation placement + procedurally generate trees. I'm rendering 20K of these guys so far, still working on optimizing them :) (lil dude is minister of silly walks when you crank the speed up lol) #GameDev #IndieDev #SoloDev #BevyEngine

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