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$ show jgayfer/bevy_light_2d

[account ↗] [repo ↗] APPLICATION ★ 306 28 ● active (last update 3 weeks ago)
reviewed by: nvidia/nemotron-3-super-120b-a12b

bevy_light_2d is a Rust library providing 2D lighting functionality for the Bevy game engine. It implements point lights, spot lights, light occlusion (shadows), and ambient lighting through a multi-pass rendering system using signed distance fields (SDF) and ray marching. The architecture follows Bevy's ECS pattern with a plugin that integrates into the render graph, separating extraction, preparation, and rendering phases. The library demonstrates solid software engineering practices with clear separation of concerns and implements non-obvious graphics techniques for efficient shadow calculation.

RATING8.3/10
QUALITY8.5/10
MAINTENANCEactive
DRIFTlow
CONTRIBUTORS8
VELOCITY0.40
OPEN ISSUES11
CLOSED ISSUES19
LAST COMMIT3 weeks ago
bevy (cargo) 0.18
smallvec (cargo) 1.15
Files by Type (count)
Rust
28
Other (.wesl)
5
Markdown
2
Other (.png)
2
YAML
1
Git Ignore
1
TOML
1
Other (no ext)
1
Other (.gif)
1
Files by Type (size)
Other (.gif)
231KB
Rust
86KB
Other (.wesl)
11KB
Markdown
7KB
Other (.png)
6KB
TOML
1KB
Other (no ext)
1KB
YAML
854B
Git Ignore
19B

The LLM identified 2 files worth highlighting for reuse:

Implements a signed distance function for 2D rectangles used in occlusion testing. This self-contained function calculates the distance from a point to a rectangle, enabling efficient shadow determination through ray marching. Demonstrates knowledge of computer graphics techniques for real-time occlusion.

file: src/render/sdf/sdf.wgsl ↗ | tags: #signed-distance-field #ray-marching #collision-detection

Contains two key reusable functions: 1) A physically-based light attenuation function that implements an inverse square variation with falloff control, and 2) A spotlight masking function that creates smooth conical light beams using inner/outer angles and smoothstep interpolation. Both are self-contained and demonstrate research into lighting models.

file: src/render/light_map/light_map.wgsl ↗ | tags: #light-attenuation #spotlight-masking #physically-based-rendering
Last analyzed: 2026-08-04 10:10:08.821413
Next check: 2026-09-25 08:59:01.510161
$ submit: