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As discussed in the [0.5 news release](https://bevyengine.org/news/bevy-0-5/#hybrid-component-storage-the-solution), sparse set component storage was designed to make fragmented iteration faster, prec…
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Iterating with the `for_each` is substantially faster in Bevy as of 0.5.
While many systems will not be written in this way (for loops are great!), performance critical ones will be, which means th…
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Here I'll put some gamedev and computer graphics references. Also Blender stuff, and map editing tools.
For things that use Blender, I put the year (and if possible the Blender version) in parenthe…
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It would be awesome to ship native support for rendering `glTF`, a 3D runtime asset-delivery format for 3D scenes.
Its aim is to become the de-facto publishing format for export from 3D content too…
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Hello, I ran into this library after browsing random projects.
I noticed this part:
> Fast - Performance is competitive with Rust ECS libraries (see benchmark results below)
However, I cannot fin…
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https://medium.com/@babylonjs/introducing-polymorph-a55588df6cee
> Today, the Babylon team would like to welcome you all to the very earliest stages of our development process. We’ve spotted an ind…
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## Background
Hey floar.eth here. I'm a software developer by trade, been doing a *lot* of 3d and game dev since i can remember and worked for over a decade for a big german automotive company help…
floAr updated
5 months ago
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Hi! I came across your game while poring through Rust gamedev materials (as it so happens, I'm also making a Touhou fangame. Yours seems to be farther along than mine despite a shorter development per…
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Does it can detect file changed and compile newer version of locale files? It seems not work.
I just modified the value with the same key locale file `en.toml` and it just showed me previous value …
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Slightly related to #178 but more focused on iterative compile times than fresh ones.
Currently it's easy to reach fairly significant compile times even for small projects (e.g. 10+ secs). I think …