Dr. T'Rel Vasquez-Okonkwo
Department of Comparative Political Evolution, University of Alpha Centauri
Journal of Interspecies Political History, Vol. 47, No. 3 (2388), pp. 112–158
| //! This example shows how to manually render 3d items using "mid level render apis" with a custom | |
| //! pipeline for 3d meshes. | |
| //! It doesn't use the [`Material`] abstraction, but changes the vertex buffer to include vertex color. | |
| //! | |
| //! [`Material`]: bevy::pbr::Material | |
| use bevy::{ | |
| core_pipeline::core_3d::{Transparent3d, CORE_3D_DEPTH_FORMAT}, | |
| pbr::{ | |
| DrawMesh, MeshPipeline, MeshPipelineKey, MeshPipelineViewLayoutKey, RenderMeshInstances, |
| use bevy::{ | |
| core_pipeline::core_3d::{Opaque3d, Opaque3dBinKey, Transparent3d, CORE_3D_DEPTH_FORMAT}, | |
| pbr::{ | |
| DrawMesh, MeshPipeline, MeshPipelineKey, MeshPipelineViewLayoutKey, RenderMeshInstances, | |
| SetMeshBindGroup, SetMeshViewBindGroup, | |
| }, | |
| prelude::*, | |
| render::{ | |
| extract_component::{ExtractComponent, ExtractComponentPlugin}, | |
| render_asset::RenderAssets, |
There's a desire to refactor the existing "Target Camera" and "Render Layers" mechanisms into a more unified approach. This breaks down into three separate but related features.
The motivation here is just API simplicity: we have two different mechanisms for controlling visibility (well, three if you count Visibility), some of which are specific to UI and some which are not.
Logically speaking, both "target camera" and "render layers" are representations of sets: the target camera is a set whose members are entity ids, and render layers is a set whose members are the integers 0..31. There's an additional restriction that there can only be a single target camera in a set, this is mainly for performance reasons so that we don't end up having to have a Vec<Entity>.
An "Inline Asset" is an asset whose data is encoded entirely within the asset path itself, without the need to load data from a filesystem or anywhere else. This is similar in concept to a "data URL", which allows a image or resource to be encoded directly within the URL itself.
There are a couple of reasons why you might want to use an inline asset:
For example, let's say you have a game that has a lot of procedurally-generated materials, using an algorithm that depends on the game state. Or perhaps you have a complex scene asset which contains serialized descriptions of various materials. In either case, you'd want to avoid creating multiple copies of the same material - that is, if two materials have the same parameters, it would be nice to have both handles point to the same material
| X11_COLORS = ''' | |
| alice_blue #F0F8FF 240 248 255 | |
| antique_white #FAEBD7 250 235 215 | |
| aqua #00FFFF 0 255 255 | |
| aquamarine #7FFFD4 127 255 212 | |
| azure #F0FFFF 240 255 255 | |
| beige #F5F5DC 245 245 220 | |
| bisque #FFE4C4 255 228 196 | |
| black #000000 0 0 0 | |
| blanched_almond #FFEBCD 255 235 205 |
This is a list of "prerequisite" tasks needed to bringing the Bevy UI to a level of quality suitable for production games and tools. It is not a UI framework, but rather a set of features which a UI framework can build on.
Caveat: this started out as an attempt to objectively assess each issue, but I found I couldn't resist putting in my own opinions about things.
This document is a collection of ideas related to improving Bevy UI at the foundational level. These ideas are chosen to be ones that will not interfere with large-scale efforts to develop a UI asset and templating system. This means that the items listed here either either template-agnostic, or are general enough that they would conceivably mesh with any future templating system being contemplated.
This section establishes a set of working assumptions. We don't know yet what form style assets will take, but we can assume the following:
(This list is not comprehensive)
These principles dictate an asset-centric, rather than a code-centric, approach to UI authoring. The primary creative output of the artist will be UI assets; the primary creative output of the programmer will be modular components ("presenters") that can be referenced from those assets.