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We will need to have our code compatible with Bevy's ECS API. Then we can easily implement it in a separate crate.
Bevy uses an Entity Component System (ECS) system.
For its windowing events, Bevy doesn't pass the events from Winit, but send its own event data listed in bevy::window using Bevy ECS.
bevy::window
For the rendering part, bevy provides an API trough the Renderer Sub-App.
The text was updated successfully, but these errors were encountered:
We should probably focus on making the WGPU renderer first (#2), since that was planned from the start.
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Yup! But let's write it with Bevy ECS in mind, so we don't have to rewrite things.
Merge latest changes from main (#1)
efa7055
* Remove Serde * Remove unnecessary structures created for serde * Remove unnecessary features * Enums aren't that bad after all... * Reorganize nodes in less files for readability * Rename `parsers` module to `formats` * Add manual deserialization * Prefix types with `Ext` when it makes sense * Restructure `Binding` struct * Finish serialization * Update README * Create `JsonObject` wrapper * Add decent-ish error handling * Fix bug casualties * Fix stencil * Put stencil disabling inside debug group * Composite shaders: I forgor 💀 * Remove now useless derive macro * cargo fmt * Update README * simplify renderer generics * Add documentation Co-authored-by: Luna <cli-luna@protonmail.com>
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We will need to have our code compatible with Bevy's ECS API. Then we can easily implement it in a separate crate.
Implementation Overview
Bevy uses an Entity Component System (ECS) system.
For its windowing events, Bevy doesn't pass the events from Winit, but send its own event data listed in
bevy::window
using Bevy ECS.For the rendering part, bevy provides an API trough the Renderer Sub-App.
The text was updated successfully, but these errors were encountered: