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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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Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
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:Particlescomponent for holding particles and directing simulation.cull_modetoPausewill 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.ParticleEmittercomponent for easily configuring how and when particles are spawnedParticleModifiertrait for components that alter the post-initialization behavior of particles.ConstantForcemodifier that applies a consistent force on each of the particles in a given system, can be used for creating gravityTransparent2d/Transparent3dphase 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.Transparent2drender 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.