James Liu

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They're composable. We'll likely need to apply morph target displacements before skinning. If we move to compute shader based skinning, morph target animation can likely just be another compute shader...

Finally was able to address the performance issues, so I'm taking this out of draft. Benchmark results: ``` group main query-iter-fold ----- ---- --------------- add_remove/sparse_set 1.00 783.2±35.54µs ? ?/sec 1.03...

Not exactly early anymore, and I still need to address Boxy's comments, but I'd like to get it in during 0.11.

Delaying this until 0.12 due to the implications this has for every query iteration and the potential soundness issues that might arise from a bug in the changes. It's best...

As a final sanity check, the codegen of this PR seems to show no tangible difference from what is in `main` right now: https://github.com/james7132/bevy_asm_tests/commit/309947cd078086b7edc4b8b5f29b1d04255b1b9a#diff-4c4b34cf83f523fced3bd396ad7ab8e228b4d35bf65c1f0457f7e4e58b14ccc5. @alice-i-cecile 👍

I want to also propose an alternative implementation here that might avoid the branches in Entities: use NonZeroU32 for the *index* not the generation. We can resolve this by padding...

#7652 adds an example for run conditions, and though it seems like the tests that @hymm are no longer there after stageless's merge. Perhaps we should add those tests back...

Mentioned this on Discord, but I'll take on `bevy_tasks`.

Updated my PRs to pass the `docs_markdown` lints.