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I wrote a compute shader that generates the position data for a particle simulation. I am using a triple buffer system where there is a staging buffer new values get written to, and two render buffers where two iterations (most recent + 1 older) are stored which are used to interpolate transforms across timesteps. This physics timestep is configurable but allows for cross frame generation.
I would like to combine this with bevy's rendering pipeline. It would be nice if I don't have to write the same frustum culling code again for my compute shader and that I can reuse most of the pbr pipeline. Is this doable in bevy? I would like to refrain from having all the items as entities in the main world and updating their transforms from gpu readback, as this would waste a lot of performance.
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I wrote a compute shader that generates the position data for a particle simulation. I am using a triple buffer system where there is a staging buffer new values get written to, and two render buffers where two iterations (most recent + 1 older) are stored which are used to interpolate transforms across timesteps. This physics timestep is configurable but allows for cross frame generation.
I would like to combine this with bevy's rendering pipeline. It would be nice if I don't have to write the same frustum culling code again for my compute shader and that I can reuse most of the pbr pipeline. Is this doable in bevy? I would like to refrain from having all the items as entities in the main world and updating their transforms from gpu readback, as this would waste a lot of performance.
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