#bevy-ecs #tilemap #maps #sparse #tile #size #map

bevy_sparse_tilemap

A Tilemap crate for the Bevy game engine with a focus on large map sizes and ECS sparse maps

2 unstable releases

0.1.0 Mar 2, 2024
0.0.1 Aug 12, 2023

#441 in Game dev

48 downloads per month

MIT/Apache

120KB
2.5K SLoC

bevy_sparse_tilemap

Crates.io docs license Crates.io

A Tilemap crate for the Bevy game engine with a focus on large map sizes and ECS sparse maps

Features

  • Sparse-set style tilemaps
    • Only the minimum amount of data is stored for each tile. Furthermore tiles that don't need it don't get their own Entity
    • Built in API to handle spawning, despawning, and accessing tiles optional entities
  • Massive tilemap sizes.
    • Because of the above feature, maps can be ludicrously large and have very good performance.
  • Purely focused on the tilemap logic - rendering is left to the user

Tilemap Construction

bevy_sparse_tilemap includes a TilemapBuilder SystemParam that is used to spawn and setup a tilemap correctly in the world.

fn spawn_tilemap(mut tilemap_builder: TilemapBuilder<TileData, MapLayers>, mut commands: Commands) {
    tilemap_builder.new_tilemap_with_main_layer(
        TilemapLayer::new_dense_default(5000,5000),
        ChunkSettings {
            max_chunk_size: UVec2::new(100, 100),
        },
    );
    let tilemap = tilemap_builder.spawn_tilemap();
}

Tilemap Access

bevy_sparse_tilemap includes a handy TilemapManager system param that has a bevy of helper functions to make accessing, editing, and interacting with tilemaps that much easier.

fn access(tilemap_manager: TilemapManager<TileData, MapLayers>, mut commands: Commands) {
    let tile_data = tilemap_manager.get_tile_data(TilePos::new(9,16)).unwrap();

    //    

}

What about bevy_ecs_tilemap?

bevy_ecs_tilemap is a fabulous crate that will probably cover most of your needs in an easier to use plugin and you should reach for that first.

You should use bevy_ecs_tilemap if:

  • You don't need very large maps (sub 200x200 in my experience)
  • You want every tile to be its own Entity for ECS integration (This crate tries to avoid unnecessary entities and uses a Voxel like approach)
  • You want a more mature and more feature rich plugin
  • You want tilemap rendering handled for you

You should use bevy_sparse_tilemap if:

  • You want very very large maps (bevy_sparse_tilemap can reach substantially larger map sizes)
  • Basically the above is the main reason, giant maps that are more cumbersome to work with but can be millions of tiles
  • You don't mind a more cumbersome api in pursuit of the first goal
  • You are willing to implement your own tilemap rendering (This crate does have an optional feature for integration with bevy_fast_tilemap however it is not the focus of this crate and does not do a lot)

Dependencies

~18–59MB
~1M SLoC