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aillarra.bsky.social
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It's a directional light pointing slightly upwards, that way it's (almost) not noticeable on the ground. Also is set as the child of the camera so it moves with it. Next week I'll try to move the rim light to the shader as I want a different hue for each character... 🤞
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Perfect material for a demoscene demo or a VJ set 😂
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The next step is to break cycles and then assign a rank (vertical ""position"") to each node. There is an easy algorithm which gives poor results. I'll start with that so I can move to the next stages of the algorithm: nodes positioning, edges routing…
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This is the visualization of my test data (I've done the layout manually). In the previous image the dashed lines represent the "hierarchy", and the solid lines represent the "connections".
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Few more screenshots.
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If I'm able to make this work I'll have to speak with the ECS wizards. I've no idea how many info can be extracted. But yeah, stats, toggling systems… sounds great. :-D
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Indeed. And, I hope we can do better than "bevy_mod_debugdump", something we can inspect at runtime, that has good design and can show more info like events, observers… I'll try to crack it this release cycle 🤞, now I'm low on work and I think it'll be a fun project to learn more Rust and graphics.
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Next, I think is to add edge connections to the "nesting graph" (A -> A, A -> B…) and with that I can compute the ranks. After that: - split edges that span more than one rank (by adding dummy nodes) - edge cross reduction between ranks - position nodes/edges - render We'll see. 😵‍💫
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I also need to compute the "nesting graph" which is like the "nesting tree" but it's mirrored over the leaf nodes. For each sub-graph (container boxes in the first image) there is a top and bottom node which represent the top/bottom borders of the container. ✅ Done. (image generated with graphviz)
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☝️ That's my test compound graph. So, before I can assign ranks (vertical positions) I need to compute a couple of intermediate structures. The "nesting tree" for the hierarchy of the graph. Which also gives me the depth information for each node and sub-graph. ✅ Done.
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My guess is between 6-12 months? At least one release cycle to improve the UI story (BSN + reactivity), then start building the real thing (although there is already some progress in the `bevy_editor_prototypes` repo)