Results 6 comments of BrettW

I've had a look at brute-force moving `bevy_tilemap` to `bevy` v0.6. There were a number of items that changed name or library path because of the new `bevy_render`. That was...

I suspect your custom rendering pass doesn't work with the new bevy render system. I'm not yet brave enough to mess with that.

With Sprite rendering now being batched to an extent and the potential for automatic frustum culling, do you think there is still an advantage to the chunking systems?

I hacked around this by creating a "balloon" entity (really a flag component) that had to be created every time I create a Tilemap. A system detects if any exist...

Yeah, graphviz doesn't make it easy! I agree with your take. Does the first image suggest correctly that vertically adjacent systems will probably run concurrently? Or is bevy's scheduling opaque?

Looks great! Awesome work!