processing / processing/processing4
Integrate `PShape` and `PImage` with the Bevy asset system
Nobody has claimed this yet.
- Dominant language
- Java
- Stars
- 494
- Forks
- 183
- Avg merge
- 4h 39m
- Merged PRs (30d)
- 3
Description
We want users to be able to load things like gltfs to enable interoperability with tools like Blender. As such, we'll need to create WebGPU flavors for both PShape and PImage that are backed by a Bevy Mesh and Image in the Bevy asset system. We can take advantage of Bevy's asset loading to do so. One tricky bit will be that Bevy's asset loading is async, so we may need to block and poll until it's complete or alternatively upstream a blocking API to make our life easier.
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by tracing the PShape and PImage entry points and how their WebGPU flavors represent assets. Then examine Bevy's Mesh and Image asset loading, including the asynchronous behavior described in the issue. Done means both types are backed by Bevy assets and can load formats such as gltfs, with the blocking or polling approach resolved.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- java, rust
- Domain
- computer-graphics
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100