A bevy
plugin for ergonomic integration of grass in 3d games.
Currently, bevy version 0.10
is supported
Don't use this project for serious projects, it is still under heavy development. Currently, the project not ready to be used besides side projects or for learning purposes
The preview image comes from my demo project where I use this crate for grass rending
Another cool project is the foxtrot template. Check it out!
Add warbler_grass
as dependency to your project
toml
[dependencies]
warbler_grass = "0.3"
```rust
use bevy::{prelude::, render::primitives::Aabb}; use warbler_grass::prelude::; mod helper;
fn main() {
App::new()
.addplugins(DefaultPlugins)
// This plugin is needed to initialize everything for the grass render pipeline
.addplugin(WarblersPlugin)
.addstartupsystem(setupgrass)
.run();
}
fn setupgrass(mut commands: Commands, assetserver: Res
// Loading the density map from an image
let density_map = asset_server.load("grass_density_map.png");
// Constructing the density map
let density_map = DensityMap {
density_map,
// The density corresponds to how dense a dense area is supposed to be.
// Be careful with this parameter since the blade count grows fast.
density: 2.,
};
commands.spawn(WarblersBundle {
height_map,
density_map,
// The height of the blades
height: WarblerHeight::Uniform(2.),
// The aabb defines the area in which the chunk lives in
aabb: Aabb::from_min_max(Vec3::ZERO, Vec3::new(100., 10., 100.)),
..default()
});
}
``
You can also use the editor to modify the maps in your game
Take a look at the
editor` example on how this might work
You can find them in the example folder
The basic example. If you just want to take a look how using this crate might look like, look no further
shell
cargo run --example load_grass --features="bevy/bevy_winit bevy/bevy_x11"
A simple editor to modify and save the maps such as the density map of the grass
Note that you also need the editor feature of this crate, which is not enabled by default
shell
cargo run --example editor --features="bevy/bevy_winit bevy/bevy_x11 editor"
You don't like the default grass color or you game has multiple seasons?
Take a look how you can change the color of the grass
shell
cargo run --example grass_colors --features="bevy/bevy_winit bevy/bevy_x11"
You don't like the default mesh of the grass? Don't worry you can use swap the mesh easily.
Note that you can press TAB
to change the mesh in the demo
shell
cargo run --example grass_mesh --features="bevy/bevy_winit bevy/bevy_x11"
You don't want to work with all the weird maps. All you want to do is define explicit positions for the grass blades to spawn in?
You can definitly also do that
shell
cargo run --example load_explicit --features="bevy/bevy_winit bevy/bevy_x11"
You'd like to see what this crate can do? Run this demo to see many chunks loaded at once. This example is also great to demonstrate the frustum culling of the meshes ```shell
cargo run -r --example manychunks --features="bevy/bevywinit bevy/bevy_x11" ```
This is not much of a example. It is used to limit test the crate. Of course you can also load it and see what happens. ```shell
cargo run -r --example stresstest --features="bevy/bevywinit bevy/bevy_x11" ```
If you read this part, you might consider helping this project grow. I consider this project very beginner friendly. It is relatively easy to grasp the workings since the use case is clear; to draw grass efficiently. Don't fear if you are a beginner in bevy or even rust!
Currently, the code can be optimized in many places and many features I'd like to have been partially or completely missing. You can always just create an issue and ask if something you want to do is needed.