<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"><channel><title>Eresh Engine Devlog</title><description>Development log for Eresh, the editor-first Rust game engine. Built in the open.</description><link>https://ereshengine.org/</link><language>en-us</language><item><title>A Character Controller Is Two Problems</title><link>https://ereshengine.org/blog/character-controller.html</link><guid isPermaLink="true">https://ereshengine.org/blog/character-controller.html</guid><description>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.</description><pubDate>Wed, 09 Sep 2026 00:00:00 GMT</pubDate><category>physics</category><category>character controller</category><category>architecture</category></item><item><title>A Material Is Just a File</title><link>https://ereshengine.org/blog/material-system.html</link><guid isPermaLink="true">https://ereshengine.org/blog/material-system.html</guid><description>How Eresh&apos;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.</description><pubDate>Mon, 24 Aug 2026 00:00:00 GMT</pubDate><category>rendering</category><category>materials</category><category>architecture</category></item><item><title>Anatomy of a .scene.ron</title><link>https://ereshengine.org/blog/anatomy-of-a-scene-ron.html</link><guid isPermaLink="true">https://ereshengine.org/blog/anatomy-of-a-scene-ron.html</guid><description>How Eresh serializes a scene to RON: reflection-driven, no hardcoded component list, and what gets deliberately left out of the file.</description><pubDate>Tue, 11 Aug 2026 00:00:00 GMT</pubDate><category>scene</category><category>serialization</category><category>reflection</category><category>architecture</category></item><item><title>Undo/Redo Is Harder Than a Command Stack</title><link>https://ereshengine.org/blog/undo-redo-command-stack.html</link><guid isPermaLink="true">https://ereshengine.org/blog/undo-redo-command-stack.html</guid><description>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.</description><pubDate>Tue, 28 Jul 2026 00:00:00 GMT</pubDate><category>editor</category><category>ecs</category><category>architecture</category></item><item><title>Why Rust, wgpu, and egui</title><link>https://ereshengine.org/blog/why-rust-wgpu-and-egui.html</link><guid isPermaLink="true">https://ereshengine.org/blog/why-rust-wgpu-and-egui.html</guid><description>The first devlog: why Eresh is built in Rust, with a custom ECS, wgpu, and egui, and what actually works today.</description><pubDate>Tue, 14 Jul 2026 00:00:00 GMT</pubDate><category>origins</category><category>rust</category><category>architecture</category></item></channel></rss>