Please check the build logs for more information.
See Builds for ideas on how to fix a failed build, or Metadata for how to configure docs.rs builds.
If you believe this is docs.rs' fault, open an issue.
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:
= { = "0.1", = ["vector_gpu"] }
Or directly:
= "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.