Replies: 3 comments
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Instancing is possible, but it's boilerplate-heavy at the moment. here is the example.
I don't think Bevy supports mipmaps yet.
No built-in billboards yet. You can use quads and manually rotate them to face the player. |
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boilerplate .. yes, but the example works! thank you. I will not understand but try carefully adapt it to my case. That makes me hope. |
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My start with bevy is not that easy.
You may see my code here: P.s.: I must admit, some things do work quite well: One more thing: AlphaMode does NOT work for the shadow 😢 |
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My first
Hello all!
I consider to use Bevy for my project (or wgpl only).
The ECS is new to my but no obstacle.
What I read about Bevy looks great. It seems to have all I need,
except GPU-instancing.
Issue #89, how high is it in the roadmap of Bevy?
Could I use wgpl for instances, mixed with Bevy?
(I am rather new to the Rust and crates infrastructure)
A good part of my "game level" consist of a infinite number of forest trees.
What would be the best way without instancing? Is there an example for a forest?
My actual concept is to grid the "level" in tiles
and have one mesh/draw-call for each tree-type(texture) per tile.
A quad-tree may be good to.
Does Bevy offer LoD? Like: Small textures or just a color for far away trees?
Sprites? But I need a correct view from the top to! So I need different sprites, right?
-karlos-
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