Replies: 1 comment
-
I made a video of my asset workflow for those interested: https://www.youtube.com/watch?v=oTx4hJF-ees |
Beta Was this translation helpful? Give feedback.
0 replies
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
-
I've been working on an exporter from blender that creates scenes in bevy. So far it's working well and handles mesh data, hierarchies, transforms and simple game-specific components. Now I'm starting to work on physics.
(screenshot of blender with some custom components. If things end up going nicely, I'll probably split out the game-specific stuff so the plugin is usable by others)
Rigid Bodies were simple enough, doing something like:
But I'm unsure how to proceed with collision shapes. Pretty much I want to define compound physics shapes (eg a collection of balls, cubes etc. as a single collider). This is supported through rapiers
SharedShape::compound()
, so the challenge is designing a component to describe a compound collision shape.I see two options:
The first option has the issue of creating a sane user interface in blender - but it would be (presumably) straightforward to implement the system in bevy that converts it to a ColliderBuilder.
The second issue is much easier in blender as I just implement the various collision primitives, but then in bevy I need to transverse the heirarchy - and there are potential footguns to do with iteration depth, moving a child after the collider is created etc.
At the moment I'm leaning towards the second option, but I'm really not to sure. Has anyone else done something similar before or have any thoughts on the matter?
Beta Was this translation helpful? Give feedback.
All reactions