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First things first, Bevy is a workspace made up of a lot of sub crates (aka “monorepo with Yarn workspaces” in JS). You can find the logic for primitives in the bevy-render crate under the mesh shape module. I found this by searching “Cube” on GitHub, scrolling past all the examples, and finding the library it used. You could also trace it back in your Rust IDE if you have a Bevy project setup (e.g. using “Go to Definition” in VSCode).
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⚠️ This tutorial assumes you’ve followed and completed the “Learn wgpu” tutorial. You could also use my repo here as a starting point - but it will require Rust and Trunk setup in your local dev environment. You can also checkout the final code here for reference.
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Before I dove too deep into the process, I was curious how other libraries handled their primitive geometry in Rust. I looked into Bevy and Baryon, the former being a well established (and huge) game engine and the latter being a smaller, easier to digest library.
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I recently found the Learn WGPU tutorial and finished it, which teaches you how to write a custom 3D rendering engine using the wgpu library to interface with WebGPU.
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⚠️ This tutorial assumes you’ve followed and completed the “Learn wgpu” tutorial. You could also use my repo here as a starting point - but it will require Rust and Trunk setup in your local dev environment. You can also checkout the final code here for reference.
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