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Bracket-bevy feedback v2

Open HexSleeves opened this issue 3 years ago • 1 comments

I wanted to break another issue instead of tacking onto the old one: I actually think that issue should probably be closed since 0.8 dropped.

To start off, I am currently porting your 2019 tutorial to bevy. I have a fairly decent amount of work with bevy as the ecs and bracket-lib as the renderer (https://github.com/lecoqjacob/bevy_blood_oath). I decdied to port this version to use bracket-bevy and just wanted to give some feedback on things i have noticed.

This is without bracket-bevy. This is taken from your mapgeneration.

https://user-images.githubusercontent.com/9278174/182727408-08dc3b52-ca96-48cd-a69a-610302cc5d74.mp4

And this is bracket bevy

https://user-images.githubusercontent.com/9278174/182727817-dd0f7ea9-71ef-4f70-a9d2-04c9bb2a6e71.mov

I have a couple notes:

  • The colors seem to be off from regular bracket-lib to bracket-bevy. Everything is like super white in bevy and I cant really figure out why.

  • Even though I am clearing every console, the non-visible parts of my map actually hold onto anything that was drawn onto them. You can notice from the tooltips that they sort of expand into that unknwown dark region, yet the console isnt cleared. I tried looking into the shader / mesh code, but it is going over my head. I apologize :/

  • My last thing to note, was that on some repos, the set_bg doesn't work properly. Whenever I first ported to bracket-bevy I was on a seperate branch and set_bg didnt actually set the background, nothing happened. It was only until I created a fresh repo, then tried the same setup, that it worked. Super weird.

For reference here is the bracket_bevy repo. https://github.com/lecoqjacob/bracket_bevy_test

HexSleeves avatar Aug 03 '22 23:08 HexSleeves

Just musing - I wonder if I used the wrong color space? I'll check tomorrow, I may have used srgb and gamma correction is kicking in

On Wed, Aug 3, 2022, 6:13 PM Jacob LeCoq @.***> wrote:

I wanted to break another issue instead of tacking onto the old one: I actually think that issue should probably be closed since 0.8 dropped.

To start off, I am currently porting your 2019 tutorial to bevy. I have a fairly decent amount of work with bevy as the ecs and bracket-lib as the renderer (https://github.com/lecoqjacob/bevy_blood_oath). I decdied to port this version to use bracket-bevy and just wanted to give some feedback on things i have noticed.

This is without bracket-bevy. This is taken from your mapgeneration.

https://user-images.githubusercontent.com/9278174/182727408-08dc3b52-ca96-48cd-a69a-610302cc5d74.mp4

And this is bracket bevy

https://user-images.githubusercontent.com/9278174/182727817-dd0f7ea9-71ef-4f70-a9d2-04c9bb2a6e71.mov

I have a couple notes:

The colors seem to be off from regular bracket-lib to bracket-bevy. Everything is like super white in bevy and I cant really figure out why.

Even though I am clearing every console, the non-visible parts of my map actually hold onto anything that was drawn onto them. You can notice from the tooltips that they sort of expand into that unknwown dark region, yet the console isnt cleared. I tried looking into the shader / mesh code, but it is going over my head. I apologize :/

My last thing to note, was that on some repos, the set_bg doesn't work properly. Whenever I first ported to bracket-bevy I was on a seperate branch and set_bg didnt actually set the background, nothing happened. It was only until I created a fresh repo, then tried the same setup, that it worked. Super weird.

For reference here is the bracket_bevy repo. https://github.com/lecoqjacob/bracket_bevy_test

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thebracket avatar Aug 03 '22 23:08 thebracket