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Async Assets, Mesh Picking, and The Bevy Linter - This Week in Bevy 

chris biscardi
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24 окт 2024

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Комментарии : 11   
@LarsDiederich-i5n
@LarsDiederich-i5n День назад
Thanks Chris, great as always. 👍
@mahor1221
@mahor1221 День назад
Thank you for the video!
@somebody_on_the_internetz
@somebody_on_the_internetz День назад
Any tips on how to setup a uv map for a mesh in bevy? Or is there a guide?
@chrisbiscardi
@chrisbiscardi День назад
are you building your own meshes or importing something from somewhere that doesn't have uvs? I'm not aware of a guide but I could make a video so if you let me know what your context is I could possibly use that for the video. Generally speaking, Bevy has APIs for setting UVs: docs.rs/bevy/0.14.2/bevy/render/prelude/struct.Mesh.html#associatedconstant.ATTRIBUTE_UV_0
@somebody_on_the_internetz
@somebody_on_the_internetz День назад
@@chrisbiscardi I started with the default cuboid from bevy. My goal is to have a textured dice 🎲. In my first try I was able to apply the same image to all 6 sides. I tried importing glbs from blender but I didn’t really understand how to pull out the material from there. I have seen the custom mesh example in the bevy repo but I don’t have an understanding about how uv maps work so how to specify what part of the image should map where. Sorry I’m a total game dev noob.
@chrisbiscardi
@chrisbiscardi День назад
I'm happy to answer questions so don't worry about it. The default cube's uvs are set up with all faces overlapping, so a square texture would appear on all sides. You can verify that in the codebase here: github.com/bevyengine/bevy/blob/6d42830c7f2a5583df7a1bffadbfb1cef6eef3c3/crates/bevy_mesh/src/primitives/dim3/cuboid.rs#L11-L72 You can modify this yourself with the APIs I posted in the last comment but it'll require a bit of math and such. If you're using Blender you can make use of the "UV Editing" tab and make your own UVs. There's some automated tooling to help and the term you're looking for "UV unwrapping". I think this is enough to make a video on, thanks!
@dampfwatze
@dampfwatze День назад
Are you sure Online Boxing 3D uses Bevy? Cause I couldn't find any source saying that. But the download page says, it requires Java and OpenGL?? I was hoping to find a way to integrate PhysX into Bevy.
@chrisbiscardi
@chrisbiscardi День назад
yes I am sure. They've posted about it before, as well as compiling bevy/physx separately in the bevy discord. They had a previous implementation of the game in java.
@DevinBidwell
@DevinBidwell День назад
Not seeing a lot of work on the UI side of things. Without proper widgets and a good UI framework, it's a nightmare to create the UI for a game. That, plus having to do everything in code without an editor makes everything so very slow when creating a game in Bevy. We NEED to get some UI work done so the editor can be created.
@chrisbiscardi
@chrisbiscardi День назад
not sure what you're considering ui/editor work, what are you looking to see more of? The Required Components work is a fundamental piece of the bsn! infrastructure which is intended to power editor functionality. There's editor work happening in the bevy_editor_prototypes repo: github.com/bevyengine/bevy_editor_prototypes. picking for UI was merged this cycle which greatly improves the button experience, animation clips can drive UI now, Style's fields were merged into Node in preparation for future abstraction rework. Text underwent a complete overhaul this cycle, and there's been other work like Scrolling in bevy_ui and the Bevy Remote Protocol which is a big piece of the editor.
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