

If a camera is "active", it will render to its RenderTarget.

And using the default render graph will ensure maximum compatibility with other plugins. Note that this generally won't be required: most custom rendering scenarios will be covered by high-level Materials or extending the built-in render graphs. This enables you to draw the camera with whatever custom render logic you need! For example, you could replace the built in clustered-forward-rendering with deferred rendering. In Bevy 0.8, custom shader materials are as simple as this: # pub struct CoolMaterial ) This was never the long term plan, just an intermediate step.
.jpg)
Bevy's previous material system required hundreds of lines of "mid-level" boilerplate. Exponential blow-up bug begone!Īuthors: has a brand new Material system that makes defining custom shaders a breeze. Bevy UI Now Uses Taffy: We've swapped to (and help maintain) a collaborative fork of the now abandoned Stretch UI layout library.Hierarchy Commands: Hierarchy updates now use "transactional commands" to ensure hierarchy consistency at all times.Reflection Improvements: Support for reflecting more types, ECS resource reflection, untyped reflection, improved internals.ECS Internals Refactors: Sweeping changes to Bevy ECS internals that make it simpler, safer, and easier to maintain.ECS Query Ergonomics and Usability: Queries now implement IntoIter and mutable queries can be converted to immutable queries.Scripting / Modding Progress: Untyped ECS APIs: A step toward 3rd party scripting language support! Interact with Bevy ECS internals directly via pointers.Scene Bundle: Easily spawn scenes using a normal Bevy bundle and extend them with new components and children.Renderer Optimizations: Parallel frustum culling and unstable sorts for unbatched render phases yielded some big wins!.Automatic Mesh Tangent Generation: If tangents are missing for a mesh, generate them with mikktspace.Upgraded to wgpu 0.13: Uses a new, more ergonomic WGSL shader syntax.Visibility Inheritance: Hiding an entity now also hides all of its descendants in the hierarchy.Spot Lights: A new light type that emits light in a cone shape from a fixed point.Notably, custom shaders can now import the PBR shader logic Built-in Shader Modularization: Many built-in shader types and functions are now importable.

Easily layer camera renders on top of each other, do split screen, or render to a texture in just a few lines of code.
#The ikingssgc hub 0.8 update#
To update an existing Bevy App or Plugin to Bevy 0.8, check out our 0.7 to 0.8 Migration Guide. Check out Bevy Assets for a collection of community-developed plugins, games, and learning resources.
#The ikingssgc hub 0.8 full#
It's free and open source forever! You can grab the full source code on GitHub. You can check out our Quick Start Guide to try it today. Thanks to 130 contributors, 461 pull requests, community reviewers, and our generous sponsors, I'm happy to announce the Bevy 0.8 release on crates.io!įor those who don't know, Bevy is a refreshingly simple data-driven game engine built in Rust.
