POLDERS: The Bevy Engine in Action
summary
Case study of building POLDERS, a 3D Dutch city builder made with Bevy 0.12, that explains exactly what was built and how: a custom geometry kernel for a Townscaper‑like procedural grid, vertex‑level mesh pipelines (marching cubes, wave‑function collapse experiments), bespoke custom shaders, UI systems and an asset pipeline, plus simulation of polders, canals, windmill drainage and dike failures (rooted trees reinforcing dikes, sinkhole scars after breaches). Practical notes on scaling, monorepos, and tolerating messy code for faster iteration.
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chapters (10)
- 0:00Introduction and context
- 3:24Game trailer presentation
- 5:11Architectural inspiration
- 8:43Building the geometry kernel
- 12:49Adopting Rust and Bevy
- 15:51The philosophy of messy code
- 18:53Procedural generation techniques
- 23:19Game mechanics and Polders
- 27:28Conclusion and call to action
- 28:56Q&A session
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