A Bevy Engine port and refresh of an old C++ OpenGL lighting and shading demo I made back in 2010.
To compile and run, use cargo:
cargo run --release
- Get basic layout of all objects and camera.
- Add grid material caching using xpm palettes?
- Ensure that cube groups are parented? How to animate?
- Add different animations via systems and enum component.
- Add spinning light animation.
- Add different camera angles.
- Add onscreen instructions UI.
- Add PBR spherical area lights.
- Fix the UI instructions.
- Add ron support and move configs out of code.
- Restore 256 light setup once Bevy supports it.
- Restore UI.
- Add hot reloading for the config file?
- Modularize XPM code to support loading different types and multi-character pixels.
Cubism Demo (ver. 2) from Josh 015 on Vimeo