In a custom render node I encode a "copy_texture_to_buffer" command, and then I pass it to the main world via crossbeam_channel. camera_node.rs and camera_readback.rs in the repo: github.com/cxreiff/bevy...
In a custom render node I encode a "copy_texture_to_buffer" command, and then I pass it to the main world via crossbeam_channel. camera_node.rs and camera_readback.rs in the repo: github.com/cxreiff/bevy...
I added a "color support" option to the library last release. :) There are 16-color and 256-color modes that will try to find the closest color.
This should be available in the next bevy_ratatui_camera crate release.
Ratatui widget depth occlusion! 🐀✨
By reading Bevy's depth prepass back from the GPU, associating a world-space position with each Ratatui widget, and recording per-character depth while drawing, I can skip "occluded" characters when drawing into the terminal buffer.
#bevy #ratatui #rust #rustlang
Not too familiar with BBSs but I have run it over ssh and it works fairly well. One idea on my backlog is to try setting it up on a telnet server like an old MUD.
github.com/cxreiff/ratt...
It is kept here for now if you're curious, with the caveat: not really set up for public consumption (no docs, README, etc).
Thank you! I'm one contributor of a few, took ownership of the repo a month ago. I try to put anything that might be broadly useful from my game into bevy_ratatui or bevy_ratatui_camera.
Yamcha from Dragon Ball smashed into a crater
minor typo (missing "game")
Developing a 3D dungeon crawler style using Rust, Bevy, and Ratatui, that displays in the terminal using text characters (video recorded running in Alacritty). #bevy #ratatui #rust