Got into the Times of Progress demo last week. City Builder, Industrial Revolution, built in Bevy store.steampowered.com/app/4910890/...
Chris Biscardi
@chrisbiscardi.bsky.social
Rustlang and Rustlang accessories * YouTube: https://www.youtube.com/@chrisbiscardi * Learn Rust: https://www.rustadventure.dev/ * Rust Adventure Discord: https://discord.gg/GJ5UfxzUcP * Party Corgi Content Discord: https://discord.gg/partycorgi
idk what it is about agents that makes people think they can write PRs to fix issues for platforms they don't have access to and can't validate repros or fixes on. (I mean, I do know but...)
some prototype shape key logic from blender running in bevy, intending to make it look like the two completely separate cylinders are a single object using calculated/transferred normal data
Didn't have a ton of sculpt time today, so went with something simpler
Just made a @bevy.org example demonstrating integrating a raymarched SDF with the deferred rendering pipeline github.com/bevyengine/b...
went with something a little more basic today and did a bunch of stones in a wall
progress in attempt #3 on louise belcher
two attempts at louise belcher (my first sculpt with reference). First attempt had some serious issues in the eye size and mouth shape. Second is improvement. Tried a bunch of different tools for mouth thickness but couldn't get that "cartoon consistent thickness" look for the mouth edges.
two attempts at louise belcher (my first sculpt with reference). First attempt had some serious issues in the eye size and mouth shape. Second is improvement. Tried a bunch of different tools for mouth thickness but couldn't get that "cartoon consistent thickness" look for the mouth edges.
I do not know what happened in the render here and I am out of time to find out... so here's today's sculpt :scream: the matcap in nomad and the view in the blender shading tab both look fine sooooo yay. Looks like vertex color interpolation and doesn't seem to be flipped normals
My evil plan to abduct @chrisbiscardi.bsky.social from a Bevy picnic at RustWeek and smuggle him into the Rust Content team is now complete.
Rust Release Changelog - 1.97.0
YouTube video by Rust Programming Language
youtube.com
I am often amazed at how fast people praise projects they're unfamiliar with. "oh look how fast that project is moving, incredible; This is so needed!" -> "yeah... it's a bug ridden unmaintainable, unusable mess nobody understands and it can't be used in production"
It's ugly and probably busted, but I have PRs open which add no_std support to Wgpu and Winit, which lets the following demo work on wasm32v1-none. bushrat011899.github.io/wasm32v1-non... The code shamelessly adapted from Wgpu and Winit's examples can be found at github.com/bushrat01189...
trying to start moving into more complex work. I don't really intend to move into hyper realism (I'm more interested in stylized work) but doing some more detailed work is good practice for working with multi-resolution. Its, uh, probably time to start using references...
redid the code for the snake workshop for bevy 0.19 today, now with bsn!
today's sculpt. Has some flipped normals on the mouth ring. Not entirely sure why. Also made some use of repeating curves to place the suckers on the tentacles and did a bit of mirroring separation of previously connected topology.
continuing the trend of "creepy lil guy" sculpt. This time I yoinked it out of nomad sculpt and into substance painter for a really quick paint test. Then pushed it into blender with the exported textures
Today's sculpt seems like a really stressed lil guy. TIL nomad sculpt *only* supports vertex painting, which is interesting (it can *view* textures though). They suggest exporting to say, procreate, if you want to texture paint on ipad.
lil character for today I'm either missing something about nomad sculpt's materials/texturing support or the color management is just not anywhere near where I want it... which is fine because I plan on doing "final" texturing in substance so maybe I'll just stick to really basic base colors
daily-ish sculpt to get used to the tools with nomad/ipad
another short sculpting session for today. Today's exploration was focused on working on joining multiple elements and smoothing over the joins, etc.
Started getting into sculpting. Still just figuring out what tools are available with small quick sessions
<a sentence> "But why? Let me explain" <insert overly long personal introduction and sales pitch> I don't know what goes here, I leave by this point.
We will be at SIGGRAPH this year. Who is going? s2026.conference-schedule.org/presentation...
"I don't know anything about this, but I gave it to claude and here's the output verbatim" is an exhausting way to interact with other people
lots to be excited about in the new typst 0.15 release. Multiple bibliographies is likely an immediate win for me though, and variable fonts is always nice. Typst's docs are now using their own html export features too, which is very exciting to see progress. typst.app/blog/2026/ty...
Typst: Typst 0.15 contains multitudes – Typst Blog
Between myriads of instances of the same font, multi-file output, multiple bibliographies, and support for more than one PDF standard at once, Typst 0.15 is all...
typst.app
Well that is not good... And probably explains the high temperatures...