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Support non-sprite rendering? #18
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This is an interesting thought. I've not looked at Bevy's Instead of just having a Probably would be good to change |
It would definitely be cool if it was possible to implement your own renderer. Perhaps through a I would at least like to add one for bevy_smud to render sdf shapes if possible. |
Looking at Maybe a particle system can take an optional spawn callback which takes in a I'm not as familiar with the renderer parts though, would that work for being able to use |
Currently trying to implement 3D. The main issue with this is the rendering pipeline: I can only see 2 options:
I will try instancing for now. And it seems to be quite close to writing our own custom pipeline and its described very nicely in the instancing bevy example. What could go wrong ? About Do you have any other solutions ? Or advice ? |
I think your first option, instancing a single mesh, is the best option and a reasonable limitation for the moment. Plus, doing everything in a single draw call would be excellent as it'll be substantially more efficient, which is great. I agree that implementing a custom pipeline here would not be ideal as it would make the upgrade path significantly more challenging, so I'd like to avoid that. I think it's potentially less easy for others to integrate that way as well. If you're worried about limiting to a single mesh, one thing we could consider is doing something similar to Unity and making it a bit easier to have a sub-emitter or child-emitter which can have its own set of parameters but follows the state of the parent with regards to playing/pausing, etc. |
Maybe this is out of scope, but Bevy doesn't currently support additive rendering of sprites. There are ways to use your own shaders (
Mesh2dMaterial
) for 2d, though.Just wondering if you'd like to try to support other types of 2d materials?
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