Lightning fast tilemaps for bevy
.
- Very high rendering performance (hundreds of fps, largely independent of map size)
- Tilemaps can be very large or have many "layers"
- Rectangular and isometric (axonometric) tile maps.
- Tiles can overlap either by "dominance" rule or by perspective
- Optional custom mesh for which the map serves as a texture
The whole map is rendered as a single quad and a custom shader cares for rendering the correct tiles at the correct position.
Thus each map works with a material, constructed and maintained internally for storing for each tile position which tile index should be displayed there. And the other being a tile atlas that contains all the tiles. This one should be provided by you (see assets/ for atlas examples).
As of this writing, this should be (much) faster than most other bevy tilemap implementations out there.
- Only tested on Windows, no WASM support
- No direct animation support, but you can easily update the tilemap in regular intervals to achieve the same (see Animation Example)
- Currently no support for rotating or scaling the entity holding the map (it will not look like you'd expect). (You can of course still zoom/rotate the camera to achieve any such effect)
If you dont require all of bevy_fast_tilemap
s performance and are looking for an approach that
supports some more tile shapes and allows to treat each tile as a separate entity, take a look at
bevy_ecs_tilemap which (among others) inspired
this work.
Check out the examples/ folder to get an overview. You can run the examples like this:
cargo run --example animation
cargo run --example updates
cargo run --example layers
cargo run --example iso
cargo run --example iso2
cargo run --example bench
...
bevy | bevy_fast_tilemap |
---|---|
0.10.1 | 0.1.0 |
0.10.1 | 0.2.0 |
0.10.1 | 0.3.0 |
0.10.1 | 0.4.0 |
0.11.0 | 0.5.0 |
0.12.0 | 0.6.0 |