I love debugging just as much as the next developer and will probably figure this out, but I thought I would suggest that you get a forum like Stack Exchange or something custom. I'd just point out that I'm seeming to run into errors, even on the examples. This isn’t just being able to have custom file format loaders and render pipelines, you need to be able to have a single vertex buffer while creating a number of index buffers based on various precalculated visibility clusters, and then be able to choose the index buffer to be rendered based on the camera's location. I want to use BSP as the level format in my games because I’m familiar with it and it allows for modders to easily create content, but no engine with a pre-built renderer allows you to render them anywhere close to efficiently. ![]() You can only convert your scene to their format, usually discarding useful information. How much control do you have over rendering without having to discard Bevy's renderer and asset server entirely? A big problem I had with Amethyst (and, honestly, other big engines like Unity and Godot) is that you have very little ability to use custom formats that have prebaked visibility, lighting and so forth because there’s no good way to efficiently control how the renderer gets called.
0 Comments
Leave a Reply. |