Next is arbitrary mesh particles. You can now replace the default flat quad rendered for each particle with any 3D mesh that Bevy can import.
Thanks to Patrick Walton for this amazing feature and the cute "puffs" example associated!
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The highly anticipated WASM support is finally there!
Head over to https://github.com/djeedai/bevy_hanabi/blob/main/docs/wasm.md for details on how to host the examples locally (they're currently too big to fit on GitHub pages).
This requires WebGPU support (Chrome/Edge) due to compute shaders.
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🎆 Bevy Hanabi v0.13.0 is out!
Following the usual release pattern, v0.13.0 is a major release with a flurry of new and hotly anticipated features:
➡️ Official support for the WebAssembly target 🥳
➡️ Support for arbitrary mesh particles
➡️ Texture sampling in the Expression API
➡️ A rewrite of the Trails and Ribbons API to be cleaner and more powerful; cloned particles now support a full init modifier stack
https://github.com/djeedai/bevy_hanabi/blob/v0.13.0/CHANGELOG.md
📦https://crates.io/crates/bevy_hanabi/0.13.0
🦀https://github.com/djeedai/bevy_hanabi
[#]bevy #rustlang
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🎆 Bevy Hanabi v0.12.0 is out!
Adding support for the recently released Bevy 0.14, and following the now established release pattern of not bundling much more with Bevy ugprades to make it easier for folks to handle those updates.
CHANGELOG for a full list of changes: https://github.com/djeedai/bevy_hanabi/blob/v0.12.0/CHANGELOG.md
📦https://crates.io/crates/bevy_hanabi/0.12.0
🦀https://github.com/djeedai/bevy_hanabi
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🎆 Bevy Hanabi v0.11.0 is out!
Plenty of changes for that new version. Most notably, 🎆Hanabi now supports (a bit experimentally) trails and ribbons!
Another exciting change is that alpha-masked particles now use the depth buffer, fixing any flickering due to indeterminate Z order.
Migration guide: https://github.com/djeedai/bevy_hanabi/blob/v0.11.0/docs/migration-v0.10-to-v0.11.md, and
CHANGELOG for a full list of changes: https://github.com/djeedai/bevy_hanabi/blob/v0.11.0/CHANGELOG.md
📦https://crates.io/crates/bevy_hanabi/0.11.0
🦀https://github.com/djeedai/bevy_hanabi
[#]bevyengine #rustlang
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Pretty nasty looking footgun in the C++ exception API : std::exception(const std::string&)
references the buffer of the string by raw pointer, but by C++ rules as I understand the stack gets unwound just after the catch()
args are initialized, so would destroy any stack-allocated std::string
used in throwing the exception. Am I missing something here? 🤔
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Best bug I had so far, firework particle effect turned laser show. 😎
[#]bevyengine #bevyhanabi
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Well it's not the best texture of the world, but it does the job for now. Import in Bevy works flawlessly. Just had to figure out I needed tangents on the mesh (Mesh::generate_tangents() does the trick). #bevyengine #blender3d #pbr
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🎆 Bevy Hanabi v0.8.0 is out!
The new iteration of 🎆 Hanabi is finally here!
Beyond the expected update to Bevy v0.12, once again a very strong release with plenty of new features.
But in particular, the long awaited FlipbookModifier to render particles with an animated texture (sprite sheet)! 🥳
Head over to the CHANGELOG for a full list of changes: https://github.com/djeedai/bevy_hanabi/blob/v0.8.0/CHANGELOG.md
📦https://crates.io/crates/bevy_hanabi/0.8.0
🦀https://github.com/djeedai/bevy_hanabi/tree/v0.8.0
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