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bevy_terrain's Introduction

Hello there πŸ‘‹, I'm Kurt

I'm a master’s student at the TU Chemnitz.

  • 🌱 I'm currently learning Rust and Computer Graphics.
  • ✝️ Christian
  • 🚴 Cyclist
  • πŸŽ“ Bachelor of Science in Computer Science
  • πŸ“« How to reach me [email protected]
  • πŸŽ₯ Follow my youtube channel for short videos about my projects.

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bevy_terrain's Issues

Terrain collider using Rapier's heightfield

Hello,

I really like this project, but one of the important things that appear to be missing for potential games and simulations is colliders on the terrain. Rapier contains a collider type that seems to be ideal for this purpose, I'm talking about heightfield colliders. Are there possibly any plans to include this? I tried to make a prototype with these myself, but this project is pretty big and honestly I have no idea where to even begin. Can you provide me with some guidance? Most importantly I need to find a step in the whole preprocessing/rendering pipeline where the images are processed and already available in the form of 2d height matrix, spawning a collider at this point should be trivial.

Basic example with LOD > 5 panics with `Atlas out of indices`

Hi there,

When I change the LOD_COUNT constant from 4 to 5 everything seems to work, but changing it to 6 or above yields this error:

thread '<unnamed>' panicked at src/terrain_data/node_atlas.rs:365:57:
Atlas out of indices
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
Encountered a panic in system `preprocess_earth::setup`!

Also a few remarks unrelated to this particular issue, hoping you won't mind:

  • the keybindings seem to have diverged between the readme and the code base.
  • the default debug camera position made me think I had a problem, until I realised I needed to elevate the camera.
  • is it possible to import a non-square heightmap?

Thanks!

Jun

Discussion about editable terrain

After initial investigations, it looks like the path towards making the terrain editable would be to load the heightmap (and other textures) into memory first from a path, and then load them into the terrain from memory. Right now, the terrain loader seems to load the heightmap directly from a path which is non-conducive to making it editable.

If the heightmap data were loaded into memory first and then that struct were used to build the terrain (like AddAttachmentFromMemory or something similar) then a system could be built to edit that heightmap in memory and hot-reload the tiles/chunks every ~200ms as needed. Once that is done, the only thing left to do would be to add some sort of manual or auto save/export feature that could export the heightmap in memory back out to a file as the editor desired.

thoughts?

mismatched types when running the examples on a fresh checkout

❯ cargo run --release --example basic
error[E0308]: mismatched types
   --> src/debug/camera.rs:105:30
    |
105 |         transform.rotation = rotation;
    |         ------------------   ^^^^^^^^ expected struct `bevy::prelude::Quat`, found struct `dolly::glam::Quat`
    |         |
    |         expected due to the type of this binding
    |
    = note: struct `dolly::glam::Quat` and struct `bevy::prelude::Quat` have similar names, but are actually distinct types
note: struct `dolly::glam::Quat` is defined in crate `glam`

Please, release this library

Hi, I would really like to work with this project, it would be really nice to have it in crates.
Can I help you to test/release?

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