8 releases (4 breaking)
|0.5.1||Aug 11, 2023|
|0.5.0||Jul 18, 2023|
|0.4.2||May 30, 2023|
|0.3.0||May 3, 2023|
|0.1.0||Apr 19, 2023|
#219 in Game dev
85 downloads per month
Used in bevy_sparse_tilemap
Fast Tilemap for Bevy
Lightning fast tilemaps for
- 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
Checkout for more.
How it works
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 two textures: One with integer data type, 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)
If you dont require all of
bevy_fast_tilemaps 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
Check out the examples/ folder to get an overview. You can run the examples like this:
cargo run --example updates cargo run --example layers cargo run --example iso cargo run --example iso2 cargo run --example bench ...