Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Working build for 0.90-dev.. #12

Closed
wants to merge 8 commits into from

Conversation

LarsDu
Copy link

@LarsDu LarsDu commented Oct 19, 2022

I believe this is the only working particle system for folks targeting WASM. My project is on bevy 0.9-dev due to the large number of breaking changes so I attempted to make a PR for making this package compatible with 0.9-dev

@LarsDu LarsDu marked this pull request as draft October 19, 2022 05:22
@abnormalbrain
Copy link
Owner

abnormalbrain commented Oct 20, 2022

@LarsDu Now that the tests run, looks like this might need a few more updates, particularly it looks like 0.9 is making some changes to the parallel iterators from bevy tasks.

Also, would you mind adding a line to the version table in the README indicating that main would track bevy main?

@LarsDu
Copy link
Author

LarsDu commented Oct 27, 2022

@LarsDu Now that the tests run, looks like this might need a few more updates, particularly it looks like 0.9 is making some changes to the parallel iterators from bevy tasks.

Also, would you mind adding a line to the version table in the README indicating that main would track bevy main?

Apologies for the late follow-up. Every day bevy introduces more breaking changes. I'll see if I can get a working build tomorrow.

You wouldn't happen to know how to get this 2d particle system working in a 3d game would ya?

@abnormalbrain
Copy link
Owner

@LarsDu Making this behave for 3d would be a bit more complex. It'd be a probably more extensive change, though I'm perfectly open to PR's for it. You'd need to do more with the rotation (i.e. ensuring the sprites are always facing the camera, more of a billboard behavior), and probably get rid of the whole depth override idea (which currently is designed to work more like layers for 2d), and actually use the z coord, particularly when it comes to the random generation during spawning. For instance, direction during spawn right now is just a radian value. For 3D, you'd probably want a random Vec3 that then gets normalized.

It may be worth splitting particle systems in to a ParticleSystem2D and ParticleSystem3D to facilitate the difference.

@LarsDu
Copy link
Author

LarsDu commented Oct 28, 2022

I was actually wondering more about why 2d particles don't render in the 3d camera in the current version of bevy

@abnormalbrain
Copy link
Owner

@LarsDu Ah, interesting. I am not sure. I wonder if it does not collect and render sprites, and would need to be a textured quad or mesh instead.

@LarsDu
Copy link
Author

LarsDu commented Nov 2, 2022

I'll be honest, I'm fairly new to rust, and it looks like the errors the CI/CD pipeline is throwing are not happening on my ubuntu 22.04 machine.

I might just leave this as a branch for you to iterate upon once 0.9 (with its many api changes) rolls around...

@abnormalbrain
Copy link
Owner

Thanks for the contribution @LarsDu I will definitely start from here when I do the 0.9 upgrade!

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

2 participants