bevy-inspector-egui
Inspector plugin for the bevy game engine (by jakobhellermann)
bevy_ecs_tilemap
A tilemap rendering crate for bevy which is more ECS friendly. (by StarArawn)
bevy-inspector-egui | bevy_ecs_tilemap | |
---|---|---|
11 | 6 | |
1,318 | 1,038 | |
2.4% | 3.5% | |
8.6 | 8.9 | |
about 2 months ago | 3 months ago | |
Rust | Rust | |
Apache License 2.0 | MIT License |
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
bevy-inspector-egui
Posts with mentions or reviews of bevy-inspector-egui.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-04-21.
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High Contrast Game Engines / Game Creator Tools?
With egui and some bevy related plugins you can get pretty close to a game engine editor, obviously missing a lot of things: https://github.com/jakobhellermann/bevy-inspector-egui
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Is bevy a good choice for a mainly UI based game?
Like /u/tarkin25 already mentioned "egui" can be integrated into bevy. Bevy Inspector Egui is a plugin that not only provides a helpful way to inspect different entities in the world, but also re-exports "egui" for use.
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Bevy 0.10: data oriented game engine built in Rust
Firstly, Bevy has an internal crate called bevy_reflect, and it can handle most of the things you would usually use reflection for. For example, https://github.com/jakobhellermann/bevy-inspector-egui exists which uses Bevy's internal reflect derive to make the values available via an egui-based UI. Changing simple values (like an f32, or a boolean) can be done at runtime, and if I remember correctly all you actually need to do is to add the plugin. Taking a look at the README https://github.com/bevyengine/bevy/tree/main/crates/bevy_reflect you can "patch" types with new values, iterate over struct fields, serialize + deserialize, and generally do stuff like that.
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Scaling Bevy Development
Yeah runtime editing is definitely a weakness at this point. An editor is definitely a part of our plans though! We'll likely break ground on it early this year. In the meantime https://github.com/jakobhellermann/bevy-inspector-egui provides some nice runtime editing / inspecting / editor-like tools.
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Align tabs in bevy-inspector-egui?
Here is the example
- My bevy asteroids clone is looking good.
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My First Impressions after Bevy Jam #2
Bevy-inspector-egui is a most have, I think this game would not have been possible without, abuse it,
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Game engines for programmers
What do you miss from scriptable objects that you don't get from a class that serializes to JSON? Global access (read only access shouldn't prevent this right)? The inspector (looks like egui can help there?
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Why almost all Game Engines and Games are wrote on C++?
There are also some super interesting experiments with hot reloading, both with code and on the fly value modification.
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Bevy 0.7
The one in bevy is nowhere near the requirements of a desktop application-level editor. I don't plan to involve bevy there at all. egui looks quite usable for low-level debug UI, though, especially with this crate.
bevy_ecs_tilemap
Posts with mentions or reviews of bevy_ecs_tilemap.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2024-10-27.
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VRPG Day 2
For tiles map, decided to use bevy_ecs_tilemap.
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How to draw a tilemap properly?
https://github.com/StarArawn/bevy_ecs_tilemap Consider thumbing through this code for ideas. Generally looks fine assuming you need to individually color tiles at some point in the future.
- Why global consts are so widely used?
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Bevy 0.7
Yeah built in texture atlas requires that you manually manage the atlas and doesn't support swapping out textures on the fly (although I'm willing to consider adding support for that). I'm pretty sure the bevy_ecs_tilemap plugin uses the "texture array" approach to texture atlases. Its very possible that it will work for your usecase (or provide an example of how to do that in bevy).
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Need a technology choice advice, please help.
I can only speak to Bevy from firsthand use and you won't find support for any of your bullets out of the box, but some of it is available in the surrounding package ecosystem. I liked working with bevy_ecs_tilemap. I highly recommend the Cheatbook as well.
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Tile Map with ECS: Should I have an entity per tile?
you can check out https://github.com/StarArawn/bevy_ecs_tilemap,
What are some alternatives?
When comparing bevy-inspector-egui and bevy_ecs_tilemap you can also consider the following projects:
bevy_editor_pls - In-App editor tools for bevy applications
rfcs - Suggest changes to Bevy and view accepted designs
belly - Define the Bevy UI tree with `eml!`, style it using a very-css-like `ess` syntax and relate data data with `bind!` and `connect!`
egui_inspect
awesome-bevy - A collection of Bevy assets, plugins, learning resources, and apps made by the community