#bevy #gamedev #game

bevy_particle_systems

A particle system plugin for Bevy

16 releases (breaking)

0.12.0 Feb 19, 2024
0.11.2 Dec 16, 2023
0.11.1 Nov 20, 2023
0.10.0 Jul 14, 2023
0.4.1 Jun 16, 2022

#71 in Game dev

Download history 7/week @ 2023-12-28 5/week @ 2024-01-04 186/week @ 2024-02-15 108/week @ 2024-02-22 39/week @ 2024-02-29 31/week @ 2024-03-07 41/week @ 2024-03-14 40/week @ 2024-03-21 42/week @ 2024-03-28 22/week @ 2024-04-04

154 downloads per month

MIT license

8MB
1.5K SLoC

bevy_particle_systems

Crates.io docs MIT

A native and WASM-compatible 2D particle system plugin for bevy

Note: This crate is still under development and its API may change between releases.

Example

The above was captured running a release build of the basic example, cargo run --example basic --release, and ran at 190-200 FPS on a 2019 Intel i9 MacBook Pro, rendering about 10k particles.

INFO bevy diagnostic: frame_time                      :    5.125810ms (avg 5.211673ms)
INFO bevy diagnostic: fps                             :  206.027150   (avg 204.176718)
INFO bevy diagnostic: entity_count                    : 11358.713999   (avg 11341.450000)

Usage

  1. Add the ParticleSystemPlugin plugin.
use bevy::prelude::*;
use bevy_particle_systems::ParticleSystemPlugin;

fn main() {
    App::new()
        .add_plugins((DefaultPlugins, ParticleSystemPlugin)) // <-- Add the plugin
        // ...
        .add_systems(Startup, spawn_particle_system)
        .run();
}

fn spawn_particle_system() { /* ... */ }
  1. Spawn a particle system whenever necessary.
use bevy::prelude::*;
use bevy_particle_systems::*;

fn spawn_particle_system(mut commands: Commands, asset_server: Res<AssetServer>) {
    commands
    // Add the bundle specifying the particle system itself.
    .spawn(ParticleSystemBundle {
        particle_system: ParticleSystem {
            max_particles: 10_000,
            texture: ParticleTexture::Sprite(asset_server.load("my_particle.png")),
            spawn_rate_per_second: 25.0.into(),
            initial_speed: JitteredValue::jittered(3.0, -1.0..1.0),
            lifetime: JitteredValue::jittered(8.0, -2.0..2.0),
            color: ColorOverTime::Gradient(Gradient::new(vec![
                ColorPoint::new(Color::WHITE, 0.0),
                ColorPoint::new(Color::rgba(0.0, 0.0, 1.0, 0.0), 1.0),
            ])),
            looping: true,
            system_duration_seconds: 10.0,
            ..ParticleSystem::default()
        },
        ..ParticleSystemBundle::default()
    })
    // Add the playing component so it starts playing. This can be added later as well.
    .insert(Playing);
}

Bevy Versions

bevy_particle_systems bevy
0.12 0.13
0.11 0.12
0.10 0.11
0.9 0.10
0.6 - 0.8 0.9
0.5 0.8
0.4 0.7

Dependencies

~40–81MB
~1M SLoC