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Bevy EntiTiles 🗺️
A 2d tilemap library for bevy. With many useful algorithms/tools built in.
This repo is under maintenance as long as this message exists. ( Hope this message can bring you peace of mind. Yeah, that's childish :p )
It's NOT recommended to use the code in dev branch! There's full of incomplete code and even errors! But master branch would be ok if you can't wait to try out new features.
Future Goals
The higher the priority, the more towards the front in the following list.
- Pathfinding (for LDtk maps)
- Wave Function Collapse ( Collapse map from LDtk; Optimization )
- Chunk Unloading
- Infinite Tilemap
- Runtime Mesh & Texture Baking
- Wang Tilling
- Tilemap Mask
- Tiled Support
- Volumetric Clouds / Fog
- SSAO
- Lighting
- Realtime Shadow
Frustum CullingPhysicsLDtk Full Support
Known Issues
- The success probability of the wfc algorithm significantly decreased after switching to
LookupHeap. ( And that's why I didn't switch toLookupHeap) - Spawning another tilemap while the program is running will cause panic.
Feature Flags
| Flag | Funtionality |
|---|---|
algorithm |
Implementation of algorithms |
debug |
Show some debug info including aabbs for chunks and tilemaps, path finding results etc. |
ldtk |
LDtk support. |
physics_rapier |
Physics support for bevy_rapier |
physics_xpbd |
Physics support for bevy_xpbd, like setting colliders etc. |
serializing |
Save and load the tilemap from files. Also contains tools for upgrading files. |
ui |
Support renderring tiles as ui image. |
Coordinate Systems
The x and y axes in the tilemaps are the index axes. And those x and y on a single tile means the actual mesh size. Which you can control using tile_render_size.
legs here are mathematically incorrect, please consider it as a new concept.
Show Cases & Performance
Platform: 10600KF
Frustum Culling
Bevy 0.11.3, crate 0.1.1, 1000x1000 tiles
Animation
Bevy 0.12.1, crate 0.2.3
Ui System
Bevy 0.12.1, crate 0.2.4
Pathfinding
The pathfinding algorithm is very fast.
Notice this tests are done with synchronized pathfinding. Which means whole algorithm will figure the path out in one frame. But since 0.2.1, the asynchronized one in implemented. So the algorithm can complete a part of the pathfinding and continue it in the next frame. This will make it even smoother.
| Size | Time(avg of 3 tests) ms |
|---|---|
| 100x100 | 12.00 |
| 500x500 | 295.67 |
| 1000x1000 | 1384.33 |
Bevy 0.12, crate 0.2.1, using
pathfindingexample
Wave Function Collapse
In the following case, each tile has at least one corresponding color gap with its neighboring tiles.
| Size | Time(avg of 3 tests) ms | Time(avg of 3 tests) ms |
|---|---|---|
| 10x10 | 33.312 | 16.264 (3) |
| 20x20 | 490.950 | 96.009 (3) |
| 30x30 | 2,280.121 | 335.697 (6) |
| 50x50 | 18,838.542 | 2,095.428 (8) |
| 100x100 | (Not measurable) | 32,309.045 (16) |
Column 1: Bevy 0.11.3, crate 0.2.0, NoneWeighted; Column 2: Bevy 0.12, crate 0.2.1, NoneWeighted,
max_retrace_factor= number in parentheses
Limitations
- Supports up to 4 rendered layers* in one tilemap.
- Supports up to 64 animations in one tilemap. (this will no longer exists in the future)
- Supports up to 16 length of animation sequences.
* Rendered layer means the layer that will be rendered. You can insert as much layers as you want, but only the 4 top layers will be rendered.
Special Thanks & References
- SSAO & Volumetric Clouds / Fog inspired by this video.
bevy_ecs_tilemapI took this crate as the reference and learnt the basis of bevy rendering!bevy_ecs_ldtkI was confused and have no idea about how to instantiate LDtk entities before I read this crate! I also learnt proc macros and many other things from this crate!
Assets
Versions
| Bevy ver | EntiTiles ver | LDtk ver |
|---|---|---|
| 0.12.x | 0.2.3-0.2.4 | 1.4.1 |
| 0.12.x | 0.2.0-0.2.2 | Not supported |
| 0.11.x | 0.1.x | Not supported |