Three new working groups were formed this week including
Turtles all the way down: fixing !Send data in the ECS
Decoupled Rendering
Better release notes
Better release notes is, well, probably self explanatory while Decoupled Rendering aims to allow the decoupling of rendering from the Main Schedule. This decoupling could make it easier to have first-party frame limiting (ex: bevy_framepace and could have benefits for async work (ex: bevy_fixed_update_task).
Turtles all the way down has a design doc intends to eliminate NonSend resources, improving the experience along the way.
As always working groups can be found in the #working-groups channel in the Bevy Discord
SCOREWARRIOR became a corporate titanium sponsor this week which is always great to see. The company was founded in 2015 and is focused on 4X strategy and mid-core MMO games.
Speaking of sponsors, if you want to donate to Bevy head over to bevyengine.org/donate and join me in supporting the development effort.
## Chapters
00: 00 This Week in Bevy
00: 56 Procedural Atmospheric Scattering
01: 19 no_std
01: 43 Relationships
02: 11 FromWorld Macro
02: 28 Using Retained Rendering
02: 46 Track callsite for Observers
02: 58 DefaultQueryFilters
03: 40 Recursive insert/remove
04: 05 Merge Train
04: 18 bevy_girk_demo
04: 28 whack a key
04: 37 SDF Raymarching
04: 50 UI with bevy_blur_regions
05: 02 Asteroids-like
05: 09 Bevy on the Game Boy Advance
05: 50 Torp region selection screen
06: 01 VARG outdoor environment
06: 18 Destructible Pixel Terrain
06: 31 Mirror Stone Walls
06: 44 bevy_easy_player_handler
06: 59 Tag with bevy_oxr
07: 07 Jellyfish
07: 19 Unreal Engine Editor
07: 36 Fog of war prototype
07: 44 Catacombs dungeon crawler
07: 51 Rotation gizmos
08: 00 bevy_lit 0.5
08: 39 bevy_flair
08: 50 Arbgeom
08: 59 bevy_cobweb_ui with tabs