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I believe you would have to fork it and rewrite it to use your math. Depending on the performance and ease-of-use, you may want to consider making a proposal for using PGA instead of the current implementation. You should also join the Discord, people reply faster there. |
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Hi, I am the author of g3, a library that uses geometric-algebra instead of linear-algebra for working in 3D projective space.
I want to make a plugin to plot scenes of points, lines, planes and meshes, similar to how this is done in the ganja in the coffeeshop. I've been trying to do this in bevy and got a basic example working.
However, the implementation is a little silly because I always do the same calculation twice, first I transform an element (point, line or plane) with a transformation (translator, rotor, motor) and then detect these change and then update the bevy Transform to where the element should be based on it's location visavis the origin. Much rather I would like to update the vertexes of the mesh directly based on the value of my element.
Is there an example or way where I can keep using the bevy rendering pipeline but don't need to associate a scene and Transform for every element I want to display. The only other way option I can think of is just use bevy_ecs and build all the other stuff myself.
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