Expand description
§bevy_trenchbroom
Quake level loading for Bevy!
More specifically, integration and support for the following workflows:
- TrenchBroom -> .map -> Bevy
- TrenchBroom -> .map -> ericw-tools -> .bsp -> Bevy
Arcane Dimensions - Tears of the False God .bsp loaded and rendered in Bevy
§Quickstart
-
Add the
bevy_trenchbroomto your project:cargo add bevy_trenchbroom. -
Add the
TrenchBroomPluginwith a suppliedTrenchBroomConfigto your app like so:
use bevy::prelude::*;
use bevy_trenchbroom::prelude::*;
fn main() {
App::new()
// ...
.add_plugins(TrenchBroomPlugins(TrenchBroomConfig::new("your_game_name")))
// ...
;
}You can configure TrenchBroomConfig through a builder syntax.
Quake’s entity classes are treated as an analog to Bevy’s components. Here is an example of a simple point class:
use bevy::prelude::*;
use bevy_trenchbroom::prelude::*;
#[point_class]
#[derive(Default)]
struct MyClass {
property_a: f32,
property_b: String,
}Now just run your game once, and it should automatically be available in TrenchBroom!
For more comprehensive documentation on this topic, see the manual.
§Loading maps
Now that you have your environment setup, and have assumedly created your map, loading it is pretty easy.
use bevy::prelude::*;
use bevy_trenchbroom::prelude::*;
// app.add_systems(Startup, spawn_test_map)
fn spawn_test_map(
mut commands: Commands,
asset_server: Res<AssetServer>,
) {
commands.spawn(SceneRoot(asset_server.load("maps/test.map#Scene")));
// Or, if you're using BSPs.
commands.spawn(SceneRoot(asset_server.load("maps/test.bsp#Scene")));
}§Materials and bevy_materialize
Because Bevy’s material system so heavily relies on generics, storing and inserting arbitrary materials at runtime is challenging.
To this end, i’ve created the bevy_materialize crate, which bevy_trenchbroom uses.
TrenchBroomPlugin Automatically adds MaterializePlugin with the default toml deserializer. If you wish to use a different deserializer, add your own MaterializePlugin before adding TrenchBroomPlugin.
Texture loaders for loose and embedded textures can be changed in TrenchBroomConfig.
The default loader for loose textures first looks for <texture>.<GenericMaterial extension>.
<GenericMaterial extension> is also defined in your config, and is “material” by default.
If the file can’t be found, it then tries to load <texture>.<Image extension> into a StandardMaterial as a fallback.
<Image extension> can similarly changed in your config.
The fallback is because if you have a bunch of simple textures where the material file would look something like
[material]
base_color_texture = "example.png"it can get a bit repetitive.
You can also configure the rest of the properties of the default material in MaterializePlugin.
§BSP
bevy_trenchbroom supports BSP loading via the qbsp crate when the bsp feature is activated.
For more information, please see the manual.
§Physics/Collisions
bevy_trenchbroom supports bevy_rapier3d and avian3d to easily add colliders when spawning geometry.
First, add the bevy_trenchbroom_rapier or bevy_trenchbroom_avian integration crates, then add the plugin TrenchBroomPhysicsPlugin::new(RapierPhysicsBackend) or TrenchBroomPhysicsPlugin::new(AvianPhysicsBackend) respectively.
Now you can either call convex_collider or trimesh_collider on your class’s SceneHooks to create the respective type of collider(s) with said geometry.
TIP: If you want Brush entities to have a collider by default, you can add this to your TrenchBroomConfig:
.default_solid_scene_hooks(|| SceneHooks::new().convex_collider())§Multiplayer
For dedicated servers bevy_trenchbroom supports headless mode by turning off its client feature. e.g.
bevy_trenchbroom = { version = "...", default-features = false }§Migration Guidde
See the Migration Guide when updating between versions!
§Version support table
| Bevy | bevy_trenchbroom | TrenchBroom | ericw-tools |
|---|---|---|---|
| 0.18 | 0.12 | 2025.4 | 2.0.0-alpha10 |
| 0.17 | 0.10-0.11 | 2025.3 | 2.0.0-alpha10 |
| 0.16 | 0.8-0.9 | 2025.3 | 2.0.0-alpha9 |
| 0.15 | 0.6-0.7 | 2025.1-2025.2 | N/A |
| 0.14 | 0.4-0.5 | 2024.1 | N/A |
| 0.13 | 0.1-0.3 | 2024.1 | N/A |
There is a good chance other versions of TrenchBroom and ericw-tools will work, especially close ones, these are just the versions we officially support.
Versions before 0.8 didn’t target a clear version of ericw-tools, or didn’t support BSPs at all, which is why they are N/A.
Re-exports§
pub use anyhow;pub use bevy_materialize;
Modules§
- brush
- Contains Brush definitions, math, and mesh generation.
- class
- config
- fgd
- geometry
- manual
- Introduction
- prelude
- qmap
- special_
textures - util
Macros§
- anyhow
- Construct an ad-hoc error from a string or existing non-
anyhowerror value.
Structs§
- Core
Plugin - The plugin at the center of bevy_trenchbroom. Inserts the
TrenchBroomServer,MaterializePlugin, and some tiny miscellaneous things. - Trench
Broom Plugins - Contains all the plugins that makes up bevy_trenchbroom. Most of these you don’t want to get rid of or change, but there are a few exceptions.
- Trench
Broom Server - The main hub of
bevy_trenchbroom-related data. Similar toAssetServer, all data this stores is reference counted and can be easily cloned. - Trench
Broom Server Data