John
John
A Rewrite
Hello author here! I wrote an article about the state of tilemaps in bevy. Mostly around my experience with creating `bevy_ecs_tilemap` and its pitfalls. You can find it here: https://startoaster.netlify.app/blog/tilemaps/...
WIP
Currently the only way to create a map is from a TMX(tiled map editor) file. We really should allow users to create maps via code.
Currently the map entity just loads the mesh and the spawns a bunch of chunk entities. Instead we should think about having the map entity stick around and contain a...
This is fairly high on the list of things to do. We should be able to create a pipeline that has compute shaders.
Currently when loading in GLTF mesh both the mesh import code and the material manager duplicate materials per primitive. We can do better than that and share materials between primitives...
Currently we don't really have a good way of branching based off of parameters in a shader which important for an uber shader. Ideally we likely should have some compile...
Mostly we use the `RenderTarget` stuff for probes and it's use is very internal to the engine, however I can see the use case for needing to expose it more....