François Mockers
François Mockers
I ported bevy_hanabi to main, and with a few fixes for WebGPU it works in the browser https://github.com/djeedai/bevy_hanabi/assets/8672791/fa5979ca-3008-42c0-9ae9-00752645bd9d
just pushed it here: https://github.com/mockersf/bevy_hanabi/tree/with-webgpu, started from https://github.com/djeedai/bevy_hanabi/pull/179 for some of the Bevy update needed Building for WebGPU: `RUSTFLAGS=--cfg=web_sys_unstable_apis cargo build --target wasm32-unknown-unknown --example firework --features="bevy/bevy_winit bevy/bevy_pbr bevy/png 3d"`
Are you building for WebGL2 or WebGPU?
I also have something working for overlapping meshes in https://github.com/vleue/polyanya/pull/62 https://github.com/user-attachments/assets/108136da-4b41-4f79-be85-877ba048ec6f This is still working with `Vec2`s. @gmorenz did you continue with your demo? Did you put it somewhere on...
>The math I thought would work to generalize this to non-uniform-cost movement didn't pan out as I expected (which was actually what I was more interested in at the time),...
Thanks! I had a local copy of the slides, here they are: [MikkoMononen_RecastSlides.pdf](https://github.com/user-attachments/files/16911853/MikkoMononen_RecastSlides.pdf)
I tried in a benchmark using criterion ``` path sync time: [326.31 µs 335.50 µs 344.31 µs] Found 4 outliers among 100 measurements (4.00%) 2 (2.00%) low mild 1 (1.00%)...
As I'm using Polyanya for video game, blocking on something should be avoided. In Bevy I still use the blocking version in an async task, but that means that I...
That would work for polynya if we're sure that every vertex in the navmesh is on an obstacle. This is not a guarantee coming, from any navmesh made with any...
> @mockersf, could you please review this? You're the last step before this can be merged :) I was waiting for my previous review to be addressed! Now unless there's...