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Blender, Bevy, and Isometric views - Bevy jam 5 devlog 1

  Рет қаралды 1,735

chris biscardi

chris biscardi

Күн бұрын

Пікірлер: 14
@mayronen9643
@mayronen9643 Ай бұрын
blenvy looks awesome! to make the Blender UI bigger, go into Edit -> Preferences -> Interface, under the Display section change the Resolution Scale
@chrisbiscardi
@chrisbiscardi Ай бұрын
Thanks for the tip!
@benibachmann9274
@benibachmann9274 Ай бұрын
I‘m also trying to use blenvy for the Bevy Jam. As of today I was able to get hot reload (on save in Blender) + rapier + wasm builds running for the first time. There are some rough edges still but it already feels great! 😊
@chrisbiscardi
@chrisbiscardi Ай бұрын
it is *so fun* to use. really going to be a great part of the ecosystem
@bibliusz777
@bibliusz777 29 күн бұрын
idk how to compile Bevy once and use it for all projects. The builds are quite large, in GB.
@chrisbiscardi
@chrisbiscardi 29 күн бұрын
You probably want to take a look at dynamic linking: bevyengine.org/learn/quick-start/getting-started/setup/#dynamic-linking There's also ways to set cargo to use a single root target folder instead of a target folder per-project, although note that if you change feature flags for a crate between projects it won't make a difference. but also a couple gb is not really a problem. The files being created are there to cache build artifacts and make incremental compilation faster, so its a tradeoff between compile time and space on disk, of which space on disk is cheaper.
@bibliusz777
@bibliusz777 29 күн бұрын
@@chrisbiscardi idk how cargo works, but I would assume that sharing crates would be possible, basically making Bevy build stored globally in cargo directory or preferably on github
@loganbries3867
@loganbries3867 Ай бұрын
Hey, I'm trying to get blenvy (the bevy->blender plugin you're using) to work with a 3d demo I've made, but I can't seem to get a collider constructor from avian3d to work. any tips?
@chrisbiscardi
@chrisbiscardi Ай бұрын
When you say it doesn't work, what do you mean? Adding a ColliderConstructor has worked for me using cubes, half spaces, etc.
@loganbries3867
@loganbries3867 Ай бұрын
@@chrisbiscardi I mean using any ColliderConstructor::FromMesh panics with a no mesh found, and I can add colliders from manually specifying the dimensions but it's a pain in the rear
@chrisbiscardi
@chrisbiscardi Ай бұрын
@@loganbries3867 I spent some time with this today. My biggest suggestion is to start Blender on your system from your terminal (or view the logs however you can) because you'll see if there are export issues and be able to debug it easier. For me, I used a custom model created from a cube with solidify and boolean modifiers then applied them. Using the "FromMesh" collider variants was failing because of the UVs as far as I can tell. So I edited the UVs to not overlap, and I haven't had issues since. Not sure if this is a permanent solution, just giving some tips from what I saw today. There are other people using these variants and not crashing as well, so it definitely seems to be something like this uv issue which is fixable in blender. remember to also place the collider variant *on the mesh* in blender, not on an object or collection.
@loganbries3867
@loganbries3867 Ай бұрын
@@chrisbiscardi I'm new to blender, how would i put a component on the UV itself
@chrisbiscardi
@chrisbiscardi Ай бұрын
@@loganbries3867 not on the UV, put it on the upside-down green triangle item in the outliner in the top-right panel. upside down green triangle with boxes is the mesh itself. Upside down orange triangle without boxes is an object, collections look like old file folder cabinet boxes.
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