Lightning fast tilemaps for bevy
.
Checkout for more.
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.
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
bevyecstilemap which (among others) inspired
this work.
Check out the examples/ folder to get an overview. You can run the examples like this:
bash
cargo run --example updates
cargo run --example layers
cargo run --example iso
cargo run --example iso2
cargo run --example bench
...
|bevy|bevyfasttilemap| |---|---| |0.10.1|0.1.0| |0.10.1|0.2.0| |0.10.1|0.3.0| |0.10.1|0.4.0|