Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Minimum 2d example #65

Open
justinberi opened this issue Jul 20, 2024 · 5 comments
Open

Minimum 2d example #65

justinberi opened this issue Jul 20, 2024 · 5 comments

Comments

@justinberi
Copy link

Thanks for providing this great crate!

I cant seem to get the minimum example to work using a Camera2dBundle. Is this crate intended to work with 2d games?

If it is, could you provide some guidance or an example using the Camera2dBundle?

@IceSentry
Copy link
Contributor

We only use it in a 3d context. The actual line drawing logic is used for the bevy gizmo feature. I would highly recommend you use that instead of this crate. The only reason we keep this crate around is we need a lot of 3d lines and this crate uses a retained mode instead of an immediate mode approach like gizmos, but gizmos should still be fast enough for most use cases.

@unrealsolver
Copy link

Gizmos have no width option

@ryanpeach
Copy link

Gizmos are also much slower than this. And they can't child other objects.

I really need 2d camera support. May have to fork. Would you be open to a PR?

@IceSentry
Copy link
Contributor

Gizmos have no width option

They do, you can configure it using the GizmoConfigGroup, the 3d_gizmos example shows how to do that.

Gizmos are also much slower than this. And they can't child other objects.

This PR will make gizmos retained and as a side effect be able to us the hierarchy. bevyengine/bevy#15473

Would you be open to a PR?

Yes, but once the PR I linked above is merged this crate will be essentially redundant. We'll keep maintaining it for a bit but most people should just use the gizmo api.

@ryanpeach
Copy link

Thanks, that's probably sufficient tbh. I was just looking into the level of effort for making a PR, and I realize now that I have no idea how to make this work with shaders. So I don't think I'm the guy to make this solution work anyway. I'll follow that PR, and come up with another solution in the meantime.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

4 participants