Tech stack: Rust, Bevy ECS, wgpu (Metal), WGSL compute shaders
🎮 Inspired by: Teardown, Celeste, MagicaVoxel, Motvind, Uncharted, AnotherWorld
Features shown:
Compute-based voxel raymarcher (no rasterization)
Teardown-style deferred lighting (6 light types, stochastic shadows)
Volumetric fog with temporal denoising
Procedural character with Verlet rope limbs + foot IK
Celeste-style platforming (coyote time, jump buffering, air dash)
Gravity gun with terrain destruction
.vox level loading with PBR materials
Hierarchical mip-level DDA traversal (3-8x fewer ray steps)
Running on a MacBook with Metal. All code is custom.
#rustlang #gamedev #voxel #indiedev #devlog #teardown #raymarching #wgpu #bevy