Image 1 — I reworked every model in my game
Image 2 — I reworked every model in my game
Image 3 — I reworked every model in my game
Image 4 — I reworked every model in my game
Image 5 — I reworked every model in my game
Image 6 — I reworked every model in my game
▲ 112 r/bevy

I reworked every model in my game

Third post about my game here — ~40 days since the last one. The biggest changes since then:

  • Reworked every model — characters, trees, buildings, props. Still no modeling software: everything is Bevy primitives merged into low-poly meshes with vertex colors, so thousands of props batch under a single material.
  • More mature post-processing — toned the whole look down: custom bokeh depth of field, softer bloom, atmospheric haze, SSAO, god rays and a reactive color grade. Less saturated-toy-look, more grounded.
  • Rival AI stronghold — an AI opponent in the desert that runs its own economy, raises buildings, and defends its town while you build yours.
  • RTS skirmish mode — a separate mode with box-select, worker economy, barracks training, buildable walls/towers, and a minimap. Runs in-process, so you can enter/leave it without closing the window.
  • Save system — 5 manual slots + periodic autosave, snapshot-based (serialize the logic resources, not the ECS world).
  • Endgame perf pass — steering LOD, animation culling for off-screen bipeds, lazy materials.

All Rust + Bevy 0.19. Happy to answer questions about any of it!

Still looking for contributors
https://github.com/miskibin/warbell/

u/Mammoth-Swim-5811 — 7 days ago
▲ 0 r/gameenginedevs+1 crossposts

Can a game made without a visual editor actually be good?

I’ve been building my game every day for the past three months. It’s now around 100k lines of code.

First of all, which engine should you use?

I started with Three.js because it’s amazing how good-looking scenes AI can generate from a single prompt. It’s great... until you realize you’re basically limited to mobile-quality games. JavaScript is single-threaded, so you’re probably never going to see a truly demanding, visually impressive game built entirely in Three.js.

Then I found what I think is the best alternative: Bevy. It’s a code-first game engine written in Rust. Performance is excellent, but creating and inspecting new models takes more time. My workflow usually looks like this:

  1. Generate a mockup of what I want with an image generator.
  2. Give it to AI to generate a model in Three.js.
  3. Port it to Bevy.

It’s not ideal, but it’s still much faster than modeling everything by hand.

So yes, I think my game looks about as good as a low-poly, procedurally generated game needs to. But eventually, the "AI does everything" approach stops making sense.

I have nice assets, but placing everything through code alone (using Claude Opus 5) is just too much. You can ask it to connect all the nodes on a map, and it will. The problem is that it has almost no understanding of the world it’s creating. It will happily put mountains and lakes in the middle of a desert, generate perfectly symmetrical mountain ranges everywhere, and make all kinds of weird design decisions.

You can keep teaching it to avoid every single mistake, but at some point it's simply faster to open a visual map editor and do it yourself.

So my conclusion is this: you don't need a visual editor for rapid prototyping. You can build a surprisingly polished proof of concept just by prompting AI. But sooner or later, you'll have to take control of world generation yourself.

reddit.com
u/Mammoth-Swim-5811 — 1 month ago
▲ 227 r/bevy+2 crossposts

I think In bevy 0.19 you can make good looking low poly games with fully procedural assets

Still building a low-poly castle-defense / exploration /rts game in Bevy 0.19, and most of the "look" is a stack of custom post passes layered on the built-ins.

I've kind of run out of obvious things to improve, so I figured I'd share it here. If anyone wants to just play it, or is curious to poke at the code / contribute, you're very welcome — it's all open source.

Code: https://github.com/miskibin/warbell
Play / downloads: https://miskibin.github.io/warbell/

u/Mammoth-Swim-5811 — 2 months ago

I always dreamed of making my own game. Today it has a trailer.

Just finished the first real trailer for Warbell and I'd love your honest takes.

It is low-poly castle-defense survival game: build your stronghold by day (walls, towers, economy, villagers, upgrade tree), then ring the war bell at night and hold the keep against ork sieges pouring out of their fortress across the island.

Fun fact: this started as a static forest scene viewer I built to learn Bevy (Rust). No player, no gameplay — just trees. Then I added a knight. Then orks. Then it got out of hand and now there are five biomes, a succession system, and a villager NPC whose whole personality is being unimpressed by the hero.

Trailer: https://www.youtube.com/watch?v=AMRBW26xBFQ
Play it: https://miskibin.github.io/warbell-game

u/Mammoth-Swim-5811 — 2 months ago
▲ 184 r/bevy_show_offs+1 crossposts

My exploration/RTS game written fully in Bevy — voiced villagers, ork sieges, multiple biomes

Been building an open-world RTS/exploration game in Bevy 0.18 over the past months: a knight defends a castle against night ork sieges, with an economy, upgrade tree, five biomes, wildlife, and villagers.

The villagers are the part I'm proudest of — they're fully voiced and deeply ungrateful. ~200 audio files total: 126 voice clips (56 hero, 58 villagers, 12 orks) plus SFX, ambience and music, driven by a Valve-style bark system. Bonk a peasant by accident and you get "Noted, m'lord. I'll scream quieter tonight, just for you."

Tech-wise it's two crates: a pure zero-dep logic crate and the Bevy app on top. All props share one material with vertex colors, so thousands of meshes batch into a handful of draw calls.
I wanted to introduce solari - but it would conflict with stuff like DOF's etc. and it is just not there. Performance is great though.

Honestly not sure where to take it next — what would you want to see from something like this?

I hope installer works for you (don't want to make game open source for now so i am attaching binary to my different repo)
https://github.com/miskibin/tileworld/releases/download/v0.3.1/tileworld-BEVY_THIS-IS-DIFFERENT-PROJECT-setup.msi

u/Mammoth-Swim-5811 — 2 months ago