This is a playground to explore and mess with shaders using Bevy.
A mini-tutorial series I wrote that can be found here, where I explore how bevy setups up compute shaders using their game of life example. I further expand on the example by adding a few new featues:
- Camera Controller
- Wrapping Simulation
- Drawing on the simulation
- Storage / Uniform Buffers
- Heatmap for visual effects :D
- Seperate color pipeline to distinquish between compute shaders
This dives deeper into Cellular Automata using rulesets to produce a falling-sand game.
Licensed under either of
- Apache License, Version 2.0 (LICENSE-APACHE or https://www.apache.org/licenses/LICENSE-2.0)
- MIT license (LICENSE-MIT or https://opensource.org/licenses/MIT) at your option.
Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.