Tracking issue: Parallax mapping improvements #8389
Labels
A-Rendering
Drawing game state to the screen
C-Feature
A new feature, making something new possible
C-Tracking-Issue
An issue that collects information about a broad development initiative
This issue tracks the progress on the "Future works" section of the parallax mapping PR #5928.
Except distance fading and depth buffer update, bevy's parallax mapping implementation is on par with similar features from other general game engines. But it is far from being state of the art.
Contributing
Want to check off one of those checkboxes? Nothing easier!
All related issues will be listed in this tracking issue.
Low hanging fruits
Some features weren't added in the original parallax mapping PR in order to avoid scope creep, not because they are particularly hard to implement. Those are low hanging fruits that could be implemented.
Important but requires moderate efforts
Those are features that would be really nice to have but are not implemented because it would require a somewhat consequent time investment.
extras
field on materials. This would require:bevy_gltf
to support that extension.More complex but fun improvements
Finally, we are left with the "state of the art" features. The last improvements in parallax mapping. Although, since parallax mapping is an old and tried algorithm, "state of the art" is already quite old. Regardless, implementing those would elevate bevy's implementation of parallax mapping as one of the very best.
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