@4:02 - I think what's happening here with the uniform is the f32's are being converted to 16-bit floats on the gpu buffer, so, it needs 4 to fill up the "word". I think that's it, but who knows. All I know is everything is always "4s" with uniform buffers - 4 floats, vec4, mat4
Hey! Check out the let-else statements released in Rust 1.65. Might be cleaner than using `if let Some(blah) = thing { logic }`, by doing `let Some(blah) = thing else { return };` and placing the logic afterwards. Keeps the function minimally-nested!
You know, I've known that was a feature but I just never remember to use it. Usually by the time I type the let my brain is already working on the body. Good call
Y is up in the vast majority of 3D engines. Personally I think left-handed, Y-up, Z-forward (à la Unity) is the most intuitive coordinate system (right is positive X, up is positive Y, forward is positive Z), but I can deal with Z being backwards so long as Y is still up. When Z is up, that's when I get frustrated. X and Y are clearly left/right and up/down in 2D, so obviously Z should just be forward/backward.
Bevy? Bevy bevy bevy bevy bevy!
(dammit, tantan has poisoned my brain)
One day I'll be as entertaining as him I hope
I cannot open the bevy website with chanting "ah-bevy-bevy-bevy" in tantan's voice :|
Sounds like some headache refactoring, but good results! The particles with shadows in battle look really nice.
Yeah particles need a lot of work but I'm hoping I can do a lot of cool things with them
@4:02 - I think what's happening here with the uniform is the f32's are being converted to 16-bit floats on the gpu buffer, so, it needs 4 to fill up the "word". I think that's it, but who knows. All I know is everything is always "4s" with uniform buffers - 4 floats, vec4, mat4
Great video, very resourceful. Thank you!
Hey! Check out the let-else statements released in Rust 1.65. Might be cleaner than using `if let Some(blah) = thing { logic }`, by doing `let Some(blah) = thing else { return };` and placing the logic afterwards. Keeps the function minimally-nested!
You know, I've known that was a feature but I just never remember to use it. Usually by the time I type the let my brain is already working on the body. Good call
Y is up in the vast majority of 3D engines. Personally I think left-handed, Y-up, Z-forward (à la Unity) is the most intuitive coordinate system (right is positive X, up is positive Y, forward is positive Z), but I can deal with Z being backwards so long as Y is still up. When Z is up, that's when I get frustrated. X and Y are clearly left/right and up/down in 2D, so obviously Z should just be forward/backward.
I found a crate called bevy_sprite_3d for this problem of sports in 3d space
I'll check that out! I still have trust issues that smaller crates will be abandoned and won't follow bevy version updates
@@logicprojects I hope they just incorporate this functionality into bevy. Seems like a logical thing to have in an engine. :)