Customizing the `check_visibility` system
- Dominant language
- Rust
- Stars
- 48.2k
- Forks
- 4.8k
- 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
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