Ever wanted to make a game that takes place in a procedurally generated world, but don't want to deal with the hassle of instantiating chunks as your player moves?
With my #fernweh library for #bevy, you declaratively define what chunks are made of, using the brand new Bevy scene system, and fernweh takes care of asynchronously computing and spawning/despawning them as needed.
Fernweh is *very* generic: it doesn't care if your game is 2D, 3D, or whatever else. *You* get to decide how to refer to chunks, *you* get to decide what chunks should be visible at what point, and chunks may be composed of *anything* that can be represented as a Bevy scene, that is, pretty much anything you could want (meshes, colliders, audio sources...).
https://crates.io/crates/fernweh
#rust #RustLang #BevyEngine #procgen #ProceduralGeneration #bsn









