---
title: "My Bevy Jam 7 Entry"
url: https://daily.dev/posts/my-bevy-jam-7-entry-k2mjxewi8
source_url: https://www.youtube.com/watch?v=gaMPc-5KkOQ
type: video:youtube
source: "chris biscardi"
published: 2026-05-31T07:48:55.100Z
updated: 2026-05-31T09:16:03.272Z
tags: ["game-development", "rust", "blender"]
reading_time: 29
upvotes: 0
comments: 0
language: en
---

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# My Bevy Jam 7 Entry

**[chris biscardi](https://daily.dev/sources/chrisbiscardi)** · 29 min read · 0 upvotes · 0 comments

## Summary

A developer shares their Bevy Jam 7 game submission built with Bevy 0.18 and Rust. The walkthrough covers game mechanics, code architecture, and key crates used including bevy-enhanced-input, bevy-rand, bevy-inspector-egui, and a custom glTF extension handler for animation graphs. Notable technical highlights include a generic entity spawning system using registered system IDs, custom WGSL shaders for VFX (spawn circles, health bars, energy columns), 2D collision detection (bounding circles and AABB2D) for a 3D game, nav mesh-based enemy spawning via Blue Navigator, and animation clip events. The developer reflects honestly on what was completed versus what ran out of time, including audio, enemy awareness systems, and player texturing.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://www.youtube.com/watch?v=gaMPc-5KkOQ>

---

Tags: [#game-development](https://daily.dev/tags/game-development), [#rust](https://daily.dev/tags/rust), [#blender](https://daily.dev/tags/blender)

[View this post on daily.dev](https://daily.dev/posts/my-bevy-jam-7-entry-k2mjxewi8)
