bevyengine / bevyengine/bevy

Customizing the `check_visibility` system

Open
#4,266 2 comments 0 reactions 0 assignees View on GitHub
A-Rendering C-Feature
Dominant language
Rust
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Forks
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Avg merge
3d 16h
Merged PRs (30d)
171

Description

## What problem does this solve or what need does it fill?

I am writing a game on curved geometry (based on spherical space). I have the problem that `bevy_render::view::visibility::check_visibility` computes visibility wrong for my geometry.

## What solution would you like?

It would be nice to customize the `check_visibility` system without forking `bevy_render` or alternatively disabling it completely and implement my own. It is currently hard to disable it, since it is a sub-sub plugin of the `RenderPlugin`, which I definitely want to keep enabled.

## What alternative(s) have you considered?

My current solution is to remove the `Frustrum` component from my camera, which effectively neuters the system as it is currently implemented. However I would prefer a more officially supported way to disable the system.

Contributor guide

Open the contributing guide

Research direction

Start by reading bevy_render::view::visibility::check_visibility and how it is registered through the RenderPlugin, then inspect the current Frustrum-based behavior described in the issue. Determine how the visibility system could be disabled or customized without disabling RenderPlugin. Done means curved-geometry users have an officially supported way to replace or disable check_visibility.

Written by the indexing model from the issue text.

Assessment

Tech stack
rust
Domain
game-dev
Issue type
Feature
Difficulty
4/5
Estimated time
3-5 days
Activity status
Stale
Clarity
Mostly clear
Newbie friendliness
25/100

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