#tilemap #tiled #bevy #array #ldtk #2d #texture

bevy_entitiles

A 2d tilemap library for bevy. With many useful algorithms/tools built in.

16 releases (7 breaking)

0.8.0 Apr 14, 2024
0.7.0 Mar 4, 2024
0.6.1 Feb 21, 2024
0.2.5 Dec 28, 2023
0.2.2 Nov 30, 2023

#121 in Game dev

Download history 2/week @ 2024-01-01 16/week @ 2024-01-08 22/week @ 2024-01-15 6/week @ 2024-01-22 21/week @ 2024-01-29 118/week @ 2024-02-12 239/week @ 2024-02-19 54/week @ 2024-02-26 155/week @ 2024-03-04 17/week @ 2024-03-11 6/week @ 2024-03-18 29/week @ 2024-04-01 141/week @ 2024-04-08 42/week @ 2024-04-15

214 downloads per month

MIT license

515KB
13K SLoC

Bevy EntiTiles 🗺️

A 2d tilemap library for bevy. With many useful algorithms/tools built in.

It's NOT recommended to use the code in the dev branch! There's full of incomplete code and even errors in it! But the master branch would be ok if you can't wait to try out new features.

Currently, documentation is not very comprehensive. If you encounter any problems, please feel free to open an issue or simply ping me or DM @443eb9 on the bevy discord server.

This crate is largely inspired from bevy_ecs_tilemap(Rendering) and bevy_ecs_ldtk(LDtk entity spawning)

Why EntiTiles

  • Up-to-date Once the new version of bevy is released, bevy_entitiles will catch up mostly in 12 hours.
  • Performant Able to render 1000x1000 tilemaps at 200+fps on 10600KF + 3070.
  • Various Built-in Stuff Useful algorithms(pathfinding, WFC...) and tools(LDtk and Tiled importer...) are built in.

Warining!

You should NEVER install the following versions! They contains critical bugs and are not recommended to use!

0.6.0

Limitations

  • Supports up to 4 rendered layers* per tilemap.

* Rendered layer means the layer that will be rendered. You can insert as many layers as you want, but only the 4 top layers will be rendered.

Future Goals

The higher the priority, the more towards the front in the following list.

  • Pathfinding (Parallel A* Pathfinding)
  • LDtk Support (Automatically map EntityRef to real entities)
  • Tiled Support (Algorithm stuff, auto map object type to real entities)
  • Tilemap Serializing (Custom Binary Format)
  • Wang Tiling
  • Tilemap Mask
  • Frustum Culling
  • Physics
  • Infinite Tilemap
  • Chunk Unloading
  • Custom Material

Looking for render features that have been removed? They're moved into bevy_incandescent (a 2d lighting crate currently wip)!

Feature Flags

Flag Funtionality
algorithm Implementation of algorithms
atlas Use calculated uv coordinates on a entire texture instead of using texture arrays.
debug Show some debug info including aabbs for chunks and tilemaps, path finding results etc.
ldtk LDtk support.
multi-threaded Support algorithms to run asynchronously. Disable this if you are targeting wasm.
physics Physics support using bevy_xpbd.
serializing Save and load the tilemap from files. Also contains tools for upgrading files.
tiled Tiled support.

Coordinate Systems

The x and y axes in the tilemaps are the index axes. And those x and y on a single tile mean the actual mesh size. Which you can control using tile_render_size.

legs here are mathematically incorrect, please consider it as a new concept.

Showcases

See the README in examples

Assets

Versions

LDtk version is the version that json api has changed. So you can also use 1.5.2 in 0.2.7. See this for more information.

It doesn't mean all the features from the corresponding versions of LDtk and Tiled are supported, but this crate is using the source tilemap file generated from them!

Bevy ver EntiTiles ver LDtk ver Tiled ver
0.13.x 0.6.0-0.7.0 1.5.3 1.10.2
0.12.x 0.4.0-0.5.0 1.5.3 1.10.2
0.12.x 0.3.0 1.5.3 Not supported
0.12.x 0.2.7 1.5.1 Not supported
0.12.x 0.2.3-0.2.6 1.4.1 Not supported
0.12.x 0.2.0-0.2.2 Not supported Not supported
0.11.x 0.1.x Not supported Not supported

Versions before 0.3.0 are not named following Semantic Versioning

Dependencies

~40–83MB
~1.5M SLoC