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(+1)

Ooof, that’s a nasty Mesa compatibility issue, it seems. Thanks for bringing that up; I definitely haven’t checked the tracker to see if there are any browser-related issues I might run into.

I had actually planned around this UX problem; I even had a task planned for v0.0.2 to try and implement some sort of “cut in” view based on the shader passes (i.e. depth and normal prepass), but ran out of time to work on it before the deadline (definitely picking it up as soon as I get a spare day to figure it out).

I really appreciate you taking the time to both find the related browser issue and even switch systems to try out my obviously raw prototype, as well as suggesting a way to improve it. I honestly didn’t expect anyone to notice my submission, which I used as an excuse to spend time with the Bevy engine!