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`](https://github.com/edgarhsanchez/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:

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

Or directly:

```toml
bevy_pf_vector = "0.1"
```

## Documentation

`ARCHITECTURE.md` in the [repository](https://github.com/edgarhsanchez/bevy_pf_vector)
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.