barsoosayque
barsoosayque
Consider the following example: ```cpp Log::SetLevel(LogLevel::Verbose); Log::Connect("rare", [](const LogEntry& entry) { std::printf("[rare] %s\n", entry.Message.c_str()); }); Log::Connect("legendary", [](const LogEntry& entry) { std::printf("[legendary] %s\n", entry.Message.c_str()); }); Log::Connect([](const LogEntry& entry) { std::printf("[common] %s\n",...
Basically the issue is that I prefer to store assets in *data* or *content* (lowercase) directory, but it is not possible since the path of assets is hard-coded. As for...
Won't be hard since Oboe actually provides API to gather audio input.
I needed a way to toggle debug rendering of colliders for group of entities in my project, so I thought of implementing it kind of like bevy `Wireframe` works, with...
I'm using **startin** as a tool to generate meshes for terrain in runtime, and so my editor tools can both add and remove vertices. I was thinking about collecting garbage...
**Crate versions** `bevy` version: _0.14.1_ `bevy_hanabi` version: _0.12.2_ **Describe the bug** Rotation part of `ParticleEffect`'s `GlobalTransform` does not rotate velocity of spawned particles. Seems like https://github.com/djeedai/bevy_hanabi/pull/43 should've fixed that, but...
**Crate versions** `bevy` version: _0.14.1_ `bevy_hanabi` version: _0.12.2_ **Describe the bug** Spawning a new entity with `ParticleEffect` component in `PostUpdate` schedule results in unwrap: ```log thread 'Compute Task Pool (1)'...