bevy_pf_vector 0.1.0

GPU vector rendering for bevy_pf: paths tessellated once at asset load and redrawn as instanced geometry, for the mostly-static topology of game HUD content.
Documentation

bevy_pf_vector

An original vector rendering engine for bevy_pf, targeting Bevy 0.19.

One narrow bet: game HUD content has mostly-static topology, so paths are tessellated once at asset load (lyon) and redrawn as GPU-instanced geometry — skipping the per-frame path processing that general-purpose engines (Skia, Vello, Rive) are structurally unable to skip. "Better" is defined as winning the benchmark suite on frame-time and GPU-time percentiles, not asserted.

The crate is pure: no third-party renderer bindings. Competing renderers exist in the repository only as benchmark opponents, quarantined under benchmarks/ and never published.

Using it

Most users want it through bevy_pf's vector_gpu feature, which routes WPF shape rasterization here and keeps the CPU path as a fallback:

bevy_pf = { version = "0.1", features = ["vector_gpu"] }

Or directly:

bevy_pf_vector = "0.1"

Documentation

ARCHITECTURE.md in the repository is the design record — §1 on what "better" can honestly mean, and §5 on why the benchmark harness was built before the renderer.

License

MIT OR Apache-2.0, at your option.