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Abstract the nannou::draw
module into the new bevy_nannou_draw
crate
#955
Comments
nannou::draw
module into the new nannou_bevy_draw
cratenannou::draw
module into the new bevy_nannou_draw
crate
One immediately annoying thing is that our |
One extremely annoying thing about bevy assets is that they load asynchronously, which makes sense for enforcing state transitions in a game, but is almost never what we want. Worst case, this leads to polluting a lot of our logic with "this texture might be ready or not", when we'd probably be happy just blocking rendering entirely until the user loads their assets up front. Like all things here, maybe there's some benefits for more advanced use cases, but a bit of friction. For loading something like an image, this should almost always be basically instant, but I'm a bit conflicted about whether it's better to (a). engineer our own wrapper that enforces blocking (see solutions here bevyengine/bevy#1701) or (b). guard against missing textures in our code and deal with a bit of flicker, unsure what this actually looks like in practice. |
See the Rough Plan section of this comment for some context.
In general, the idea is to enable using nannou's
Draw
abstraction (i.e.draw.circle()
, etc) into a bevy plugin so that it can be included conveniently in any bevy application with ease.The
bevy_nannou_draw
crate was added in #951.Note: Depends on #954. A step in #953.
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