Crate bevy_sparse_tilemap
source ·Expand description
# bevy_sparse_tilemap
A Tilemap crate for the Bevy game engine with a focus on large map sizes and ECS sparse maps
§Features
§ECS Sparse Tilemaps
bevy_sparse_tilemap
only spawns the minimum amount of entities neccesary and doesn’t one-to-one map tiles to entities. This allows it to dodge current Bevy performance issues related to rendering and unlocks a substantially higher baseline performance for extra large maps.Tiles in
bevy_sparse_tilemap
are stored on each chunk using custom storage.bevy_sparse_tilemap
does support spawning entities mapped to specific tiles at will for when you really need to save extra information or to gain access to the ECS when needed for specific tile types.
bevy_sparse_tilemap
has a built in API to handle spawning, despawning, and accessing tiles optional entities as well as tile data.Internally this crate supports both Sparse and Dense internal storage. Both are still ECS sparse (minimal amount of entities spawned) but sparse maps don’t require the user to supply data for every tile.
§Multiple Map Types
bevy_sparse_tilemap
supports different map types using a generics trait based system that provides great flexibility to support many different map types.Currently supported:
- Hexagon
- Square
§Massive Map Sizes
Because of the ECS Sparse nature of the crate,
bevy_sparse_tilemap
dodges current limitations in Bevy related to rendering performance issues. These limitations are what other tilemap crates run into and inhibits their performance. This allowsbevy_sparse_tilemap
to have exceptional performance as a baseline, allowing maps as large as 15k x 15k easily with smart rendering using something like bevy_fast_tilemap.
§Tilemap Logic Only
This crate focuses purely on the tilemap logic and leaves the rendering to the user.
§Examples
See Docs.rs for documentation on how to use bevy_sparse_tilemap
as well as brief examples.
See Github Examples for longer examples of each feature of the crate.
§What about bevy_ecs_tilemap
?
bevy_ecs_tilemap
is a fabulous crate that will probably cover most of your needs in an easier to use plugin and you
should reach for that first in most situations.
You should use bevy_ecs_tilemap
if:
- You don’t need very large maps (
bevy_ecs_tilemap
runs into performance issues around 200x200 in my testing) - You want every tile to be its own Entity for ECS integration (This crate tries to avoid unnecessary entities and uses a Voxel like approach)
- You want a more mature and more feature rich plugin
- You want tilemap rendering handled for you
You should use bevy_sparse_tilemap
if:
- You want very very large maps,
bevy_sparse_tilemap
can reach substantially larger map sizes compared tobevy_ecs_tilemap
. (The bevy_fast_tilemap_example currently spawns a 15000x15000 tile map and runs at around 900 fps) - You are willing to implement your own tilemap rendering (This crate has an example for integration with
bevy_fast_tilemap
however that is not currently a feature that is natively supported by this crate)
§Bevy Version
BST Version | Bevy Version |
---|---|
0.3 | 0.14 |
0.2 | 0.13 |
0.1 | 0.13 |
§Usage Docs
Brief overview of core concepts of bevy_sparse_tilemap
§Cell
, ChunkPos
, ChunkCell
For the below example imagine we had a map that was 150 x 150 tiles and had chunks of 25 tiles each. This means the map is made up of 36 chunks each containing 625 tiles.
bevy_sparse_tilemap
uses three separate “tile positions”. For most usage, you should just treat the map as one big thing and use Cell
, ignoring the fact it’s chunked.
Cell
: Represents a logical position on the map from the maps (0, 0) to the (map_size_x, map_size_y). Eg (x-120, y-57).ChunkPos
: Represents the position of a chunk in the map. For a Cell in (0,0) -> (24,24) the chunk that “owns” those tiles would be at (0,0). For a cell (x-120, y-57) the ChunkPos would be (4,2).ChunkCell
: Represents a position on the tilemap inside of a chunk. For a cell (x-120, y-57) the ChunkPos would be (4,2) and the ChunkCell would be (20, 7).
§Tilemap Construction
Create new tilemaps by using the TilemapBuilder
. This helper manages splitting data across chunks, spawning chunks, map, adding new layers, and more related helpers.
You should always use the tilemap builder unless for some reason you absolutely cannot (please open an issue if you run into this).
fn spawn_tilemap(mut commands: Commands) {
let mut tilemap_builder = TilemapBuilder::<TileData, MapLayers, SquareChunkLayer<TileData>, SquareMapData,
>::new(
TilemapLayer::new_dense_default(10000, 10000),
SquareMapData {
max_chunk_size: UVec2::new(100, 100)
},
SquareChunkSettings {
max_chunk_size: UVec2 { x: 100, y: 100 },
}
);
let Some(tilemap) = tilemap_builder.spawn_tilemap(&mut commands)
else {
return;
};
}
§Tilemap Access
bevy_sparse_tilemap
includes a handy [TilemapManager
](crate::tilemap_manager::TilemapManager) system param that has a bevy of helper functions to make accessing, editing, and interacting with tilemaps that much easier. You don’t technically need to use this to interact with the maps however it makes it substantially easier as the guts of this crate can be a bit convuluted.
fn access(mut tilemap_manager: TilemapManager<TileData, MapLayers, SquareChunkLayer<TileData>, SquareMapData>, mut commands: Commands, map_entity: Res<MapEntity>) {
// We have to set the TilemapManager to the desired tilemap
tilemap_manager.set_tilemap_entity(map_entity.0);
// And set the manager to whatever layer we want to affect. Defaults to the default layer of the enum
tilemap_manager.set_layer(MapLayers::Main);
let tile_data = tilemap_manager.get_tile_data(Cell::new(9,16)).unwrap();
// do something with the tilemap access here
}
Modules§
- Implements a hexagonal map type. See the Hexagon Example for an overview of how to use it
- Re-export Lettuces
- This module contains the features that drive the actual map.
- Implements a square map type. See the Square Example for an overview of how to use it
- A helper used to construct new tilemaps. See
TilemapBuilder
for more details - A system param used to interact with tilemaps. See
TilemapManager
for more details