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It doesn't work currently. The only problem is that plugin initialization must be asynchronous, so you have to pass control back to the browser to allow it to initialize the WebGPU api properly[1]. I hacked async plugin initialization into a fork for Bevy 0.8[2], but I never got it to 100% work because Chrome had already moved onto a newer WGSL syntax. In theory if you do the same changes for 0.10 as I did for 0.8 it should allow WebGPU to work (and I plan on doing this in the next couple days).
The blog says that Bevy currently uses Rodio as the audio library.
As I am also working on improving the Rust audio library for Glicol language (https://github.com/chaosprint/glicol), I would like to know what features are the most required for merging this into a game engine, for example the HRTF mentioned in the blog. Another feature required is to embed scripting language like Rhai (https://github.com/chaosprint/glicol/discussions/112). Anything else?