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Crate bevy_eidolon

Crate bevy_eidolon 

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§bevy_eidolon

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“Reality is illusion”

This is a generic instanced material, mostly for grass, foliage assemblies but could be used for fur or particles and as a high-performance replacement for gizmos when writing debugging tools in the future.

I am planning to use this as a base for other instanced materials, similar to the Material and MaterialExtension in Bevy.

Caution: This package is in early development.

§What is this for?

Drawing a lot of instances (millions) that require GPU-driven rendering with no transparency/alpha masking and that need some variation in scale, color, etc., but can’t be reasonably done with the default material pipeline.

Examples include:

  • Grass
  • Assemblies for foliage/trees and tools to debug them
  • Related systems (scattering, height mapping, obstacles)

§Scope & Philosophy

The standard implementation only supports simple colors and basic features.

Important: I don’t want this to become a monster material that supports everything.

However, there is an example on how to use the standard PBR lighting, and I don’t mind adding specific examples if the API is a bit more mature.

I want to focus on composability and declarativity to make it as simple as possible to write new features as custom materials.

§License

Dual-licensed:

§Notes

  • Uses a custom pipeline for the VisibilityRange because of conflicting indices with the standard pipeline. Might also be replaced by something else in the future.
  • This is work in progress, I am open to discussions about the API (cover some shapes, simple cases), for now it’s just a proof of concept.

Modules§

allocator
Manages the allocation of GPU instance indices for entities.
components
cull
material
prelude
prepass
render
utils