François Mockers

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Bevy consider shaders as assets. Once we have asset preprocessing and baking, shader compilation will just be one of those and shouldn't need anything extra

There isn't anything to add *in* Bevy for `rust-gpu` support, everything should already work. It's mostly that no one bothered yet to show how to do it because building for...

> Not sure if this is similar in bevy. Oh... then that's how Bevy currently work... do you know if events are still triggered by a not visible element?

> @mockersf what do you think the right path forward is then? > > 1. Merge [Disable UI node `Interaction` when `ComputedVisibility` is false #5361](https://github.com/bevyengine/bevy/pull/5361) as is for reduced footgunnery...

This seems more "how to use Rust with NixOS" than "how to use Bevy with NixOS". The current doc says https://github.com/bevyengine/bevy/blob/2fd432c463b3f02ee39c3ab3a47b8fa8c56c0689/docs/linux_dependencies.md?plain=1#L144 which seems good enough for me

It feels like this issue would be fixed by https://github.com/bevyengine/bevy/pull/5781 and adding methods to create a register from an existing one. Would this PR still has an advantage if that...

> 1. There's a bit more overhead that would come with a registry as a filter. We really only care that a type is allowed or denied. But creating a...

I'm not sure writing a scene to a world should always write the resources. Unlike entities, this would overwrite existing resources. This seems like a desirable behaviour sometimes but not...

Yes, but that would mean having multiple registries depending on what you would want to do. It's easier to think with one registry per scene. I am not sure having...

this will not work in wasm, and it should either be gated or mentioned in the docs