This is a large PR which seeks to upgrade vx_bevy to Bevy v0.10.1. Some key points:
[x] Redo system scheduling and make ambiguities explicit.
[x] Switch the render pipeline to use PBR to get shadows.
[x] Switch to noise-rs for terrain generation (because simdnoise won't compile on my laptop 😢, might look to upstream a patch).
There are a lot of refactors involved (mainly just anywhere I got confused). Something to note: it is an error in Metal to try to call drawIndexedPrimitives with an empty mesh, so I had to defer attaching meshes to chunks for later.
Also, PBR is kinda slow. I'm definitely investigating the framerate issues to see if there is any low-hanging fruit.
This PR is not complete (notably terrain generation is scuffed at the moment). Feel free to leave it or merge it (or any part of it) however you see fit. I'll submit these contributions with the same MIT license.
This is a large PR which seeks to upgrade vx_bevy to Bevy v0.10.1. Some key points:
There are a lot of refactors involved (mainly just anywhere I got confused). Something to note: it is an error in Metal to try to call drawIndexedPrimitives with an empty mesh, so I had to defer attaching meshes to chunks for later.
Also, PBR is kinda slow. I'm definitely investigating the framerate issues to see if there is any low-hanging fruit.
This PR is not complete (notably terrain generation is scuffed at the moment). Feel free to leave it or merge it (or any part of it) however you see fit. I'll submit these contributions with the same MIT license.