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A-RenderingDrawing game state to the screenDrawing game state to the screenC-FeatureA new feature, making something new possibleA new feature, making something new possibleC-UsabilityA targeted quality-of-life change that makes Bevy easier to useA targeted quality-of-life change that makes Bevy easier to useD-TrivialNice and easy! A great choice to get started with BevyNice and easy! A great choice to get started with Bevy
Description
What problem does this solve or what need does it fill?
More efficient mutation APIs for BufferVec than just push, reserve, and clear. Repeatedly pushing large quantities can be quite inefficient due to needing to repeatedly do size and capacity checks on the underlying Vec.
What solution would you like?
Expose more of the mutation APIs to more efficiently build BufferVecs. Most notably append for grouping chains of Vecs together.
What alternative(s) have you considered?
- Repeatedly
pushing the items onto theBufferVec. DerefMuton the underlyingVec.
Additional context
This would both simplify and speed up the "prepare" stage of rendering of entities with large quantities of mutable values, including but not limited to particle systems and large scale batching.
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A-RenderingDrawing game state to the screenDrawing game state to the screenC-FeatureA new feature, making something new possibleA new feature, making something new possibleC-UsabilityA targeted quality-of-life change that makes Bevy easier to useA targeted quality-of-life change that makes Bevy easier to useD-TrivialNice and easy! A great choice to get started with BevyNice and easy! A great choice to get started with Bevy