The good is that whole applications can be written in just a handful of mostly declarative code, which is absolutely amazing! The bad is that with all the magic being handled by macros and back-end event processing loops, it can be a little intimidating and not obvious how it is constructed under the hood. I would love to see a class diagram showing both the extant objects and their types, and the control flow during a frame update.
But anyway, thank you for all your hard work and for the response. Now I know where to go first in the source code to do what I need to do.
> If you want to build a wgpu-based renderer, you have a couple of options depending on what kind of rendering you need. You can plug in your own custom renderer instead of bevy_pbr using bevy_core_pipeline. You can still use bevy_pbr and just add your own render nodes on top of it.
I actually have my own wgpu-based renderer done (https://github.com/atomCAD/atomCAD/), so maybe that's the first thing to try. Thanks!
> I encourage you to join Bevy's discord channel and discuss your project in the #rendering channel, it's much easier to provide help and give info than over a forum.
Will do.