@@ -152,6 +152,35 @@ crate to do breadth-first, Dijkstra's, and A* search. It links to the
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[ gregstoll/rust-pathfinding] ( https://github.com/gregstoll/rust-pathfinding )
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repo which has working code for all of these.
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+ ### [ Creating mountains from planes with vertex shaders and Bevy] [ chrisbiscardi-vid1 ]
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+ [ ![ vertex shaders example] ( creating-mountains-from-planes-with-vertex-shaders-and-bevy.png )] [ chrisbiscardi-vid1 ]
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+ _ Creating mountains from planes with vertex shaders and Bevy_
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+
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+ [ @chrisbiscardi ] published a [ video] [ chrisbiscardi-vid1 ]
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+ about using the new Material shader APIs in Bevy 0.8 to transform the
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+ vertex positions in a custom mesh plane using a vertex shader.
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+ _ Discussions: [ Twitter] ( https://twitter.com/chrisbiscardi/status/1549089599971938304 ) _
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+ [ chrisbiscardi-vid1 ] : https://youtube.com/watch?v=85uJc81SQZ4
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+ [ @chrisbiscardi ] : https://twitter.com/chrisbiscardi
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+
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+ ### [ What's in a wgsl fragment shader? ft Bevy] [ chrisbiscardi-vid2 ]
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+ [ ![ vertex shaders example] ( creating-mountains-from-planes-with-vertex-shaders-and-bevy.png )] [ chrisbiscardi-vid2 ]
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+ _ What's in a wgsl fragment shader? ft Bevy_
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+
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+ [ @chrisbiscardi ] published a [ video] [ chrisbiscardi-vid2 ]
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+ that introduces the new Material APIs in Bevy 0.8. It covers AsBindGroup,
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+ uniforms, and using Perlin Noise in a fragment shader to render different
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+ colors onto a cube in a variety of ways.
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+ _ Discussions: [ Twitter] ( https://twitter.com/chrisbiscardi/status/1546909993726726144 ) _
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+ [ chrisbiscardi-vid2 ] : https://youtube.com/watch?v=SOOOc9-joVo
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+ [ @chrisbiscardi ] : https://twitter.com/chrisbiscardi
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+
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## Tooling Updates
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### [ Blackjack]
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