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Here's a kind of roadmap/wishlist, at least for the most important items that I know are needed or have been explicitly asked by users, in no particular order. This is a slightly expanded version of the one posted on Discord:
Beef up and properly test serializing for actual real world usage. That is, start to commit to a format where assets can be edited and saved, then reloaded at runtime, instead of written entirely by code.
Add a node editor to visually edit effects. This requires the previous point.
Add particle sorting to fix flickering when using order-dependent transparency (default).
Add computed bounding box for frustum culling. This means calculating the AABB of all particles each frame.
Add depth buffer collision, assuming it's reasonably easy to read back the depth buffer from Bevy's opaque pass(es) rendered earlier in the frame.
Add soft particles (alpha forced toward zero as particle gets close to geometry, to prevent hard edges on quad intersection with solid surfaces). Requires the depth buffer access like the previous item.
Here's a kind of roadmap/wishlist, at least for the most important items that I know are needed or have been explicitly asked by users, in no particular order. This is a slightly expanded version of the one posted on Discord:
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