Bevy & Arbitrary Self Types: A match made in heaven

I’m a huge fan of the Bevy Engine for developing games in rust. Recently, I came across an unstable rust feature that I find utterly fascinating and that can make certain Bevy code much more ergonomic: Arbitrary Self Types. This post assumes basic knowledge about the Bevy ECS and that you do not shy away … Read more

Spatial Hashing vs ECS

We consider an issue that appears frequently in game development and simulation projects: We have many moving points in a 2d world and need to find out which points are in range of which other points. We’ll call this the “range query problem” here (even though that is a bit imprecise). This has several applications: … Read more

Pathfinding in 2D Polygons

A topic thats using up my (rare) private coding time lately is the topic of how to define where an actor is allowed to walk and how it will find its way there. I found this question quite fun to work on, as it poses an interesting mix of theoretical (geometry) and practical (coding) considerations. … Read more