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CPU Particle Systems #3504
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CPU Particle Systems #3504
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alice-i-cecile
added
A-Rendering
Drawing game state to the screen
C-Feature
A new feature, making something new possible
S-Needs-Design-Doc
This issue or PR is particularly complex, and needs an approved design doc before it can be merged
and removed
S-Needs-Triage
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Dec 31, 2021
james7132
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Weibye
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S-Adopt-Me
The original PR author has no intent to complete this work. Pick me up!
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Aug 10, 2022
james7132
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S-Adopt-Me
The original PR author has no intent to complete this work. Pick me up!
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Sep 10, 2022
Closing this out as there has been too much drift in the renderer implementations and the shift towards GPU-driven rendering, as well as crates like |
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Labels
A-Rendering
Drawing game state to the screen
C-Feature
A new feature, making something new possible
S-Needs-Design-Doc
This issue or PR is particularly complex, and needs an approved design doc before it can be merged
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Objective
Provide an early, WIP initial implementation of bevyengine/rfcs#28 that is up to date with the current state of the Bevy.
Solution
Imports much of the prototype code from https://github.com/james7132/bevy_prototype_particles as
bevy_particles
. This PR includes the following:Particles
component for holding particles and directing simulation.cull_mode
toPause
will cause the particle system to pause when no longer visible by any view, saving CPU resources. This can be overridden to enable simulation, even when not visible.ParticleEmitter
component for easily configuring how and when particles are spawnedParticleModifier
trait for components that alter the post-initialization behavior of particles.ConstantForce
modifier that applies a consistent force on each of the particles in a given system, can be used for creating gravityTransparent2d
/Transparent3d
phase render pipeline for extracting and rendering particle systems.This PR does not include the following, and will/may be addressed in follow-up PRs:
2D rendering of particles (i.e.Transparent2d
render phase rendering)Visibility limited simulation of particles.WebGL2/SSBO-less platform support.For the rationale on many of the design choices made here, please see the associated RFC.