James Liu

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Just a small note about external compatibility: RON isn't all that well supported outside of the Rust ecosystem. Until a fully-capable scene editor is available in some format, some form...

> @james7132 I (think) we would always have the option to deserialize into another format like JSON, we would just need to implement ser/de for the scene type. Are there...

The [shading language](https://github.com/GPUOpen-Effects/FidelityFX-FSR2#shading-language-requirements) requirements are potentially possible to use with wgpu/naga. Not sure how much deeper the integration needs to go, or if we need to have speciifc native hardware...

Gentle ping about this since the 0.6 renderer rework landed since this issue was opened. Is this still desirable/reproducible?

Adding this to 0.8, as this would be a pretty serious shadow rendering regression.

This seems isolated to specific Linux drivers, and may be something upstream of Bevy. Marking down as platform specific.

To get this API surface to work, I needed to merge in #4705, so I won't take this out of draft until it or an equivalent PR gets merged.

With #4705 merged, this is basically ready to come out of draft. I still need to update docs and do some basic benchmarking, but the base change is ready for...

Now that #4489 has been merged, I was able to test this on `many_cubes` with the `check_visibility` system, which is the single system in the engine that uses this. This...

The estimated value comes from iterating over all matched tables or archetypes, something parallel iteration already does on the dispatch thread to begin with. If anything it makes the actual...