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Bevy Plugin Rework [Tracking Issue] #953
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A big question is how closely we are able to integrate with bevy's existing pbr mesh/material pipeline, or whether we need to implement and maintain our own rendering code for more control. There are tradeoffs to both, but right now we're going to proceed with porting our existing renderer over in #954, with the understanding that we can incrementally remove this in favor of bevy's native meshes more easily once the draw api is better integrate with bevy. |
Let us know if you run into any difficulties integrating: Bevy's existing rendering code is not as easy to work with as I would like so feedback from users is really valuable. |
Thanks, Alice! We're really excited and approaching this project with the hopes of becoming more closely aligned with the broader Bevy ecosystem, and want to contribute back as much as possible. Bevy's already a great platform for building on top of, but creative coding has some unique needs that will hopefully enrich the engine. We'll maybe do a more formal intro on the Discord at some point, but are super excited about opportunities for collaboration here. 🧡 |
Excited to see this direction! As a longtime Nannou user I was honestly a bit anxious that Nannou was done for. Thanks again to everyone who's put so much time and thought into Nannou — it's given me countless hours of joy. In case it's useful, Raph Levien's Vello project (a GPU-accelerated 2d renderer) has a Bevy integration: |
This issue tracks progress on the re-orientation of nannou as a suite of creative-coding oriented bevy plugins.
bevy-refactor
master
(version0.19.0
)For comments/thoughts on general direction, feel free to comment below!
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