bevy_editor_pls VS bevy_ecs_tilemap

Compare bevy_editor_pls vs bevy_ecs_tilemap and see what are their differences.

bevy_editor_pls

In-App editor tools for bevy applications (by jakobhellermann)

bevy_ecs_tilemap

A tilemap rendering crate for bevy which is more ECS friendly. (by StarArawn)
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bevy_editor_pls bevy_ecs_tilemap
6 5
649 805
- -
7.7 8.4
about 1 month ago 11 days ago
Rust Rust
GNU General Public License v3.0 or later MIT License
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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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_editor_pls

Posts with mentions or reviews of bevy_editor_pls. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-05-31.
  • Is bevy the best option for a Rust based game engine (long term)?
    4 projects | /r/rust_gamedev | 31 May 2023
    I think one part that makes this extra obvious is bevy UI and the attempts at an editor. I remember when https://github.com/jakobhellermann/bevy_editor_pls came along and I was very excited, but since then nothing has really happened on the editor front. Not that I need an editor personally, but what I find disappointing and telling is that this whole thing has been basically halted because of bevy's idea of having UI in the ECS.
  • I'm switching from a 2D engine to a 3D one, what should I expect from Bevy?
    2 projects | /r/bevy | 15 Nov 2022
    Also, there is this Bevy plugin https://github.com/jakobhellermann/bevy_editor_pls/
  • Bevy 0.9: data oriented game engine built in Rust
    6 projects | /r/gamedev | 12 Nov 2022
    It's on of the primary initiatives right now. Games are not developed by only programmers, we're well aware of that. There are a few ongoing existing ecossytem level efforts like bevy_editor_pls. For an official editor, we're just lacking the UI tooling to fully flesh it out right now. Like Godot, Bevy's dogfooding it's own UI solution for the official editor, but it's not quite there yet. Bevy isn't alone in this. There's a smorgasbord of ongoing work in the Rust for UI space, and there's quite a bit of greenfield efforts to develop a data-oriented or ECS style approach to UI layouting and management. Once we have this a bit more hammered down, it's just a matter of time before an official editor becomes available.
  • Bevy 0.8: data oriented game engine built in Rust
    4 projects | news.ycombinator.com | 30 Jul 2022
    It is something we've been building toward for awhile. We've been focused on core systems like the renderer and ecs for awhile now, but we're finally at the point where we can start moving up the stack.

    We will be focusing on scenes, asset workflows, ui, and the editor from here on out (with scenes, asset workflows, and UI being the focus for the next release).

    I'd like to have some sort of editor MVP by the end of the year.

    Until then, there are community efforts like: https://github.com/jakobhellermann/bevy_editor_pls

  • Crates to build a cross platform multiplayer game? (+on the browser)
    3 projects | /r/rust_gamedev | 12 May 2022
    P.S. There is an effort to make an editor for Bevy if you're interested, though it's not complete.
  • Bevy 0.7
    16 projects | /r/rust | 15 Apr 2022
    For now though, bevy_editor_pls is a surprisingly useful third-party prototype.

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 2022-04-15.
  • How to draw a tilemap properly?
    1 project | /r/bevy | 30 Mar 2023
    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?
    1 project | /r/rust | 5 Dec 2022
  • Bevy 0.7
    16 projects | /r/rust | 15 Apr 2022
    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).
  • Need a technology choice advice, please help.
    3 projects | /r/rust | 9 Apr 2022
    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.
  • Tile Map with ECS: Should I have an entity per tile?
    2 projects | /r/gamedev | 31 May 2021
    you can check out https://github.com/StarArawn/bevy_ecs_tilemap,

What are some alternatives?

When comparing bevy_editor_pls and bevy_ecs_tilemap you can also consider the following projects:

bevy-inspector-egui - Inspector plugin for the bevy game engine

krABMaga - krABMaga: A modern developing art for reliable and efficient Agent-based Model (ABM) simulation with the Rust language

bevy - A refreshingly simple data-driven game engine built in Rust

geng - Game ENGine for Rust Programming Language

rfcs - Suggest changes to Bevy and view accepted designs

awesome-bevy - A collection of Bevy assets, plugins, learning resources, and apps made by the community

bevy_mod_js_scripting

bevy - My fork of bevy with OpenXR support

rusty_engine - 2D game engine for learning Rust