Built in the open.
- 2026 Sep 9
A Character Controller Is Two Problems →
Eresh splits its character controller in two: a kinematic capsule primitive that reports honest contacts, and an optional movement model on top of it. Plus the three gaps in rapier that had to be patched before either layer worked.
physicscharacter controllerarchitecture - 2026 Aug 24
A Material Is Just a File →
How Eresh's material system works: a .mat.ron file, a shader that declares its own parameters, and one pipeline per feature combination. Plus the bug that made texture hot-reload silently stop working.
renderingmaterialsarchitecture - 2026 Aug 11
Anatomy of a .scene.ron →
How Eresh serializes a scene to RON: reflection-driven, no hardcoded component list, and what gets deliberately left out of the file.
sceneserializationreflectionarchitecture - 2026 Jul 28
Undo/Redo Is Harder Than a Command Stack →
Why undo/redo in an ECS editor is harder than replaying commands backwards, and how Eresh keeps entity identity and prefab edits intact across undo.
editorecsarchitecture - 2026 Jul 14
Why Rust, wgpu, and egui →
The first devlog: why Eresh is built in Rust, with a custom ECS, wgpu, and egui, and what actually works today.
originsrustarchitecture