Procedurally generated dice textures #1

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opened 1 year ago by pop · 1 comments
pop commented 1 year ago
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The Dice need to have procedurally generated textures to display a given prompt loaded from a file.

  • This can be dead-simple now, just black text on a white background.
  • Text should wrap and shrink to fit the size of dice.
The Dice need to have procedurally generated textures to display a given prompt loaded from a file. * This can be dead-simple now, just black text on a white background. * Text should wrap and shrink to fit the size of dice.
pop added this to the v0.1 milestone 1 year ago
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mode/dice
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pop self-assigned this 1 year ago
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enhancement
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pop added a new dependency 1 year ago
pop added a new dependency 1 year ago
pop added spent time 1 year ago
2 hours 17 minutes
pop commented 1 year ago
Poster
Owner

Added examples/text_image.rs in ba19b63 which demonstrates a working version of this.

The "idiomatic" way to do this in Bevy is to have a "hidden scene" that renders to an image that is then used as a texture.

This feel inefficient -- we should just be able to blit text to an image right?
On the other hand it'll be nice to easily hook into the render pipeline for shaders and such. For example we can have animated textures pretty trivially.

Added `examples/text_image.rs` in ba19b63 which demonstrates a working version of this. The "idiomatic" way to do this in Bevy is to have a "hidden scene" that renders to an image that is then used as a texture. This feel inefficient -- we should just be able to blit text to an image right? On the other hand it'll be nice to easily hook into the render pipeline for shaders and such. For example we can have animated textures pretty trivially.
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Blocks
#3 Dice Physics
games/game-jam-casino
#2 3D Dice
games/game-jam-casino
Reference: games/game-jam-casino#1
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