no longer need ".into()" , to cast/convert the add "Color::DARK_GREEN.into()" @3:57 enum , it causes an issue , maybe bevy v..13 auto casts . It errors with the .into() now .
warning: use of deprecated struct `bevy::prelude::shape::Plane`: please use the `Plane3d` primitive in `bevy_math` instead so this is now something like: mesh: meshes.add(Plane3d::default().mesh().size(15., 15.)),
strange couldnt get it to light up, decided to use default intensity and it works, logged it and it stod 1 million intensitivity, when checking docs and different posts i only see ranges from 200 - 4000
@@thedevblog5916 Thanks for tutorial, I'm trying to do it with 0.13. I found that: "PointLight and SpotLight now have a default intensity of 1,000,000 lumens. This makes them actually useful in the context of the new "semi-outdoor" exposure and puts them in the "cinema lighting" category instead of the "common household light" category. They are also reasonably close to the Blender default."
Hmm, strange. The video is only 5 months old - did they already change the API? am following the tutorial but it already gives me an error "failed to resolve: use of undeclared type `Add`". EDIT: I'm an idiot. Instead of "App" i was writing "Add"... sorry
I cannot place the camera where I want it to be. What is "Transform" object ? Why is that when i do: transform:Transfrom::from_xyz(0.0,0.0,0.0).looking_at(Vec3::ZERO, Vec3::Y), ..default() the camera is rotated and pointing downward ?
The 'Transform' object contains a lot of the physical properties with a mesh. For example, is contains its x, y & z coordinates, as well as its size. I see you passed in (0.0, 0.0, 0.0) to your 'from_xyz' method. That will start the camera at the very center of the scene. Then inside the 'looking_at' method, you passed 'Vec3::ZERO, Vec3::Y). A Vec3::Y is a Vec3(0.0, 1.0, 0.0). This is why your camera is pointing up, because the 'y' property has a value of 1.0.
Make sure that the material colors are different. For floor: material: materials.add(Color::DARK_GREEN.into()), For player: material: materials.add(Color::BLUE.into()),
no longer need ".into()" , to cast/convert the add "Color::DARK_GREEN.into()" @3:57 enum , it causes an issue , maybe bevy v..13 auto casts . It errors with the .into() now .
warning: use of deprecated struct `bevy::prelude::shape::Plane`: please use the `Plane3d` primitive in `bevy_math` instead
so this is now something like:
mesh: meshes.add(Plane3d::default().mesh().size(15., 15.)),
You are a saviour, thank you so much
One of the most clear Bevy tutorial. Tranks!
Glad to hear it!
this is really helpful, theres not much on bevy given its a new engine so this is really cool, thanks!
This is a very well made video, hope you will experience success here
Thanks a lot, thank u for growing this engine.
thanks you so simple and effective
Thank you I'm glad you found it useful!
Very nice!
Thank you!
Thanks a lot for this !
thank you 👍
Of course!!
bevy 0.14.2 Plane3d::new(Vec3::Y, Vec2::splat(10.0))
strange couldnt get it to light up, decided to use default intensity and it works, logged it and it stod 1 million intensitivity, when checking docs and different posts i only see ranges from 200 - 4000
Yeah I think that is something from the new bevy version. Try multiplying your light intensity by 1000
@@thedevblog5916 Thanks for tutorial, I'm trying to do it with 0.13.
I found that: "PointLight and SpotLight now have a default intensity of 1,000,000 lumens. This makes them actually useful in the context of the new "semi-outdoor" exposure and puts them in the "cinema lighting" category instead of the "common household light" category. They are also reasonably close to the Blender default."
This does not run as of 06/06/24, the source code in your github for the project file will not compile.
Im also having trouble rn
Im slowly getting it to work, i had to use the new bevy version and adapt the code to the new API i case it helps you
@MaxFigueroa @johandiaz2309 Im updating the project tutorials right now to the latest Bevy version. Should be done in a few minutes.
Updated! :)
Hmm, strange. The video is only 5 months old - did they already change the API? am following the tutorial but it already gives me an error "failed to resolve: use of undeclared type `Add`".
EDIT: I'm an idiot. Instead of "App" i was writing "Add"... sorry
Which part of the video are you on? Can you drop a time stamp??
Hahaha you're not an idiot. Happens to all of us 🤣
I cannot place the camera where I want it to be.
What is "Transform" object ?
Why is that when i do:
transform:Transfrom::from_xyz(0.0,0.0,0.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
the camera is rotated and pointing downward ?
The 'Transform' object contains a lot of the physical properties with a mesh. For example, is contains its x, y & z coordinates, as well as its size.
I see you passed in (0.0, 0.0, 0.0) to your 'from_xyz' method. That will start the camera at the very center of the scene. Then inside the 'looking_at' method, you passed 'Vec3::ZERO, Vec3::Y). A Vec3::Y is a Vec3(0.0, 1.0, 0.0). This is why your camera is pointing up, because the 'y' property has a value of 1.0.
uhh
why my player and my floor both have same color
Make sure that the material colors are different.
For floor: material: materials.add(Color::DARK_GREEN.into()),
For player: material: materials.add(Color::BLUE.into()),
bevy 0.14.2 Color::Srgba(DARK_GREEN)
@@un_chosen_undead thank you! Much more concise