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Adds Bevy community talk
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public/images/people/jos.jpg

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src/components/timetable/Tuesday.astro

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<Item
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title="Ecosystem track: Bevy Engine (TBA)"
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talk="jos"
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color="blue"
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track={2}
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time="9:40"
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duration={35}
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room={secondary}
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/>
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<MultiItem
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talks={Array(3).fill({

src/pages/talks/jos.md

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---
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layout: "../../layouts/TalkLayout.astro"
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tracks:
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- ecosystem
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talkTitle: "WATERWOLF: The Bevy Engine in Action"
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talkLevel: "All"
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talkTags: []
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talkDuration: 30 # 15 or 30 min
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speakers: [{
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name: "Jos Feenstra",
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image: "jos.jpg",
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title: "",
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org: "",
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url: "https://josfeenstra.nl/",
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bluesky: "",
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linkedin: "https://www.linkedin.com/in/jos-feenstra/",
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twitter: "",
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mastodon: "",
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github: "https://github.com/josfeenstra",
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}]
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day: "tuesday"
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---
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We've all heard the joke: for every five Rust games, we build fifty game engines. And honestly? No shame in that! But for those looking to tip the scales toward actually making games, I want to share my experience developing WATERWOLF—a historical Dutch city builder where you must fight the sea to keep your town safe.
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This talk is a case study on using the Bevy engine at scale for 3D, covering procedural generation, custom shaders, and UI systems. Expect hard-won lessons and plenty of insights into making Bevy work for a full-fledged game.
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////// <!-- sepatator between abstract and bio -->
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Architectural designer turned geodetic engineer turned game developer. Discovered Rust five years ago and haven’t touched another language since. Currently developing WATERWOLF as co-owner of Geofront.nl. Passionate about connecting CAD, BIM, and GIS industries—because we have a lot to learn from each other!
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When I’m not behind a keyboard, you’ll find me cycling, boxing, reading, or making music. Terrible at chess, but excellent at cheesy tarot readings.

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