rfcs
Suggest changes to Bevy and view accepted designs (by bevyengine)
bevy_ecs_tilemap
A tilemap rendering crate for bevy which is more ECS friendly. (by StarArawn)
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rfcs | bevy_ecs_tilemap | |
---|---|---|
16 | 5 | |
106 | 800 | |
6.6% | - | |
1.2 | 8.6 | |
6 days ago | 6 days ago | |
Rust | ||
MIT License | 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.
rfcs
Posts with mentions or reviews of rfcs.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-07-30.
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I made a fast and ergonomic crate for trait queries. Now, you can easily query for `dyn Trait`!
For some good real-world use cases, check out this thread: https://github.com/bevyengine/rfcs/pull/39
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Bevy 0.8
I'm the author of the draft Many Worlds RFC. Current plan is to get scheduling sorted out, then pick that work up again.
- Programming a Rogue-Like with Rust
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Improving upon Entity Component Systems, introducing DG-ECM!
Yep, we do this, it works great! We stole it from hecs and Amethyst before us. There's a nice write-up of the theory in the scheduler rework the team has been working on for the past few months.
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Bevy 0.7: data oriented game engine built in Rust
I can tell you right now that there’s an entire channel in the Bevy discord server dedicated to making an out of the box api for multiplayer. If you want the current state of it, check out this RFC. https://github.com/bevyengine/rfcs/pull/19 I’m really excited for it when it eventually comes out.
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Bevy 0.7
I think making it easier for systems to observe the effects of Commands from other systems is a critical missing piece of the Bevy ECS puzzle. "Stageless" is a solid, holistic solution to the problem and we're seeing the community slowly establish consensus on that design. There is already a draft implementation in the works. And I think "stageless" is most likely the solution we will land on.
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Announcing bevy-egui-kbgp - an improved keyboard and gamepad story for egui in Bevy
Cool! Looks like a nice complement to the RFC about keyboard navigation!
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Bevy 0.6
This should be fairly feasible: although you'll probably want to wait on (or implement) the dynamic components RFC. The comments above are more to the effect of "writing Rust is easier and more convenient than you might expect".
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Bevy’s First Birthday: a year of open source Rust game engine development
You will be happy to know that better/updated documentation is planned. It was briefly mentioned as "the new Bevy Book effort" in this paragraph of the blog post and there are a ton more details in this RFC. Your participation would be more than welcome!
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Placating the borrow checker for systems that depend on a component plus the same component on another entity?
So, several of us have been working on a relations feature for Bevy: first-class support for those sort of "target another entity with a component" patterns that keep cropping up. There's a lot to be done, and it's at a point where it can be chunked out, so if you're interested in helping out come say hi on Discord :)
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.
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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 rfcs and bevy_ecs_tilemap you can also consider the following projects:
bevy - A refreshingly simple data-driven game engine built in Rust
bevy-inspector-egui - Inspector plugin for the bevy game engine
morphorm - A UI layout engine written in Rust
kajiya - 💡 Experimental real-time global illumination renderer 🦀
awesome-bevy - A collection of Bevy assets, plugins, learning resources, and apps made by the community
bevy_ggrs - Bevy plugin for the GGRS P2P rollback networking library.
bevy_editor_pls - In-App editor tools for bevy applications
docs.rs - crates.io documentation generator
bevy-website - The source files for the official Bevy website
egui - egui: an easy-to-use immediate mode GUI in Rust that runs on both web and native