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Update to Bevy 0.6 #189
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I've had a look at brute-force moving More surgery was required to replace My two (currently) remaining problems are:
I don't know if more problems will arise if I can get |
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. |
I got a call scheduled with cart to figure this out. Its uh... Yeah... totally different. Need to learn a lot of new concepts :S. Severe lack of resources for it too. However, with that being said, I think what is possible is that I am able to use the normal |
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? |
Yes, absolutely. However, it is transitioning from more from an apparent direct need to simply providing resources for a tilemap, which is still needed. If this library was just about sprite batching, that would be a different story. |
What problem does this solve or what need does it fill?
The library needs to be updated. On master this is partially done, but there have been further changes since.
Describe the solution would you like?
Update to Bevy 0.6.
Describe the alternative(s) you've considered?
N/a
Additional context
Bevy 0.6 has been long in the making and contains a plethora of improvements which the tilemap and users would like to use right away.
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