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james7132 | 3 years ago

It's turtles all the way down. You can replace the renderer wholesale, or strip out the top, middle, and/or low level abstractions. You choose how much meat you want stripped off from the bones. It's not that well-documented (something I want to address soon), but IMO it lives up to Bevy's reputation of modularity.

For a comparison with Unity, it's equivalent to the scriptable render pipeline, but abandoning the default one doesn't mean you need to write your own pipeline from the ground up.

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raincole|3 years ago

That sounds very promising. Could you point me the right direction on how to learn about Bevy's render pipeline? I've had some rather superficial understanding of Bevy (mostly just by following along the examples on the official site)

And what's the equivalance of Unity's Frame Debugger? Since Bevy doesn't have a GUI editor yet, I guess the answer is just to use Render Doc?

james7132|3 years ago

> Could you point me the right direction on how to learn about Bevy's render pipeline?

The best 10,000ft view that doesn't just point you at the code itself is probably https://bevy-cheatbook.github.io/gpu/intro.html. If you need finer details, you'll need to read the code itself, or ask in the #rendering(-dev) channels on the Discord.

Again, I'm not happy with the state of public documentation for this, but as seen with this release, it's still heavily in flux. I don't think we've had a single release since 0.5 that hasn't made major architectural changes of some kind.

> And what's the equivalance of Unity's Frame Debugger? Since Bevy doesn't have a GUI editor yet, I guess the answer is just to use Render Doc?

Yep, just use RenderDoc right now. I don't think we'll have a good solution for this for a long while, since building one of those from the ground up is a huge undertaking.