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https://github.com/bevyengine/bevy
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118 lines
5.8 KiB
Markdown
118 lines
5.8 KiB
Markdown
# Examples
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These examples demonstrate the main features of Bevy and how to use them.
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To run an example, use the command `cargo run --example <Example>`, and add the option `--features x11` or `--features wayland` to force the example to run on a specific window compositor, e.g.
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```
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cargo run --features wayland hello_world
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```
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## Hello, World!
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Example | Main | Description
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--- | --- | ---
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`hello_world` | [`hello_world.rs`](./hello_world.rs) | Runs a minimal example that outputs "hello world"
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## 2D Rendering
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Example | Main | Description
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--- | --- | ---
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`sprite` | [`2d/sprite.rs`](./2d/sprite.rs) | Renders a sprite
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`sprite_sheet` | [`2d/sprite_sheet.rs`](./2d/sprite_sheet.rs) | Renders an animated sprite
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`texture_atlas` | [`2d/texture_atlas.rs`](./2d/texture_atlas.rs) | Generates a texture atlas (sprite sheet) from individual sprites
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## 3D Rendering
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Example | File | Description
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--- | --- | ---
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`load_model` | [`3d/load_model.rs`](./3d/load_model.rs) | Loads and renders a simple model
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`msaa` | [`3d/msaa.rs`](./3d/msaa.rs) | Configures MSAA (Multi-Sample Anti-Aliasing) for smoother edges
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`parenting` | [`3d/parenting.rs`](./3d/parenting.rs) | Demonstrates parent->child relationships and relative transformations
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`3d_scene` | [`3d/3d_scene.rs`](./3d/3d_scene.rs) | Simple 3D scene with basic shapes and lighting
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`spawner` | [`3d/spawner.rs`](./3d/spawner.rs) | Renders a large number of cubes with changing position and material
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`texture` | [`3d/texture.rs`](./3d/texture.rs) | Shows configuration of texture materials
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`z_sort_debug` | [`3d/z_sort_debug.rs`](./3d/z_sort_debug.rs) | Visualizes camera Z-ordering
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## Application
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Example | File | Description
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--- | --- | ---
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`empty` | [`app/empty.rs`](./app/empty.rs) | An empty application (does nothing)
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`empty_defaults` | [`app/empty_defaults.rs`](./app/empty_defaults.rs) | An empty application with default plugins
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`headless` | [`app/headless.rs`](./app/headless.rs) | An application that runs without default plugins
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`plugin` | [`app/plugin.rs`](./app/plugin.rs) | Demonstrates the creation and registration of a custom plugin
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`thread_pool_resources` | [`app/thread_pool_resources.rs`](./app/thread_pool_resources.rs) | Creates and customizes the internal thread pool
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## Assets
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Example | File | Description
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`asset_loading` | [`asset/asset_loading.rs`](./asset/asset_loading.rs) | Demonstrates various methods to load assets
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`hot_asset_reloading` | [`asset/hot_asset_reloading.rs`](./asset/hot_asset_reloading.rs) | Demonstrates automatic reloading of assets when modified on disk
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## Audio
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Example | File | Description
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`audio` | [`audio/audio.rs`](./audio/audio.rs) | Shows how to load and play an audio file
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## Diagnostics
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Example | File | Description
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`custom_diagnostic` | [`diagnostics/custom_diagnostic.rs`](./diagnostics/custom_diagnostic.rs) | Shows how to create a custom diagnostic
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`print_diagnostics` | [`diagnostics/print_diagnostics.rs`](./diagnostics/print_diagnostics.rs) | Add a plugin that prints diagnostics to the console
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## ECS (Entity Component System)
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Example | File | Description
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`event` | [`ecs/event.rs`](./ecs/event.rs) | Illustrates event creation, activation, and reception
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`ecs_guide` | [`ecs/ecs_guide.rs`](./ecs/ecs_guide.rs) | Full guide to Bevy's ECS
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`parallel_query` | [`ecs/parallel_query.rs`](./ecs/parallel_query.rs) | Illustrates parallel queries with `ParallelIterator`
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`startup_system` | [`ecs/startup_system.rs`](./ecs/startup_system.rs) | Demonstrates a startup system (one that runs once when the app starts up)
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## Games
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Example | File | Description
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`breakout` | [`game/breakout.rs`](./game/breakout.rs) | An implementation of the classic game "Breakout"
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## Input
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Example | File | Description
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`mouse_input` | [`input/mouse_input.rs`](./input/mouse_input.rs) | Demonstrates handling a mouse button press/release
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`mouse_input_events` | [`input/mouse_input_events.rs`](./input/mouse_input_events.rs) | Prints out all mouse events (buttons, movement, etc.)
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`keyboard_input` | [`input/keyboard_input.rs`](./input/keyboard_input.rs) | Demonstrates handling a key press/release
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`keyboard_input_events` | [`input/keyboard_input_events.rs`](./input/keyboard_input_events.rs) | Prints out all keyboard events
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## Scene
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Example | File | Description
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`scene` | [`scene/scene.rs`](./scene/scene.rs) | Demonstrates loading from and saving scenes to files
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`properties` | [`scene/properties.rs`](./scene/properties.rs) | Demonstrates Properties (similar to reflections in other languages) in Bevy
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## Shaders
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Example | File | Description
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`shader_custom_material` | [`shader/shader_custom_material.rs`](./shader/shader_custom_material.rs) | Illustrates creating a custom material and a shader that uses it
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`shader_defs` | [`shader/shader_defs.rs`](./shader/shader_defs.rs) | Demonstrates creating a custom material that uses "shaders defs" (a tool to selectively toggle parts of a shader)
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## UI (User Interface)
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Example | File | Description
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`button` | [`ui/button.rs`](./ui/button.rs) | Illustrates creating and updating a button
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`text` | [`ui/text.rs`](./ui/text.rs) | Illustrates creating and updating text
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`font_atlas_debug` | [`ui/font_atlas_debug.rs`](./ui/font_atlas_debug.rs) | Illustrates how FontAtlases are populated (used to optimize text rendering internally)
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`ui` | [`ui/ui.rs`](./ui/ui.rs) | Illustrates various features of Bevy UI
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## Window
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Example | File | Description
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`clear_color` | [`window/clear_color.rs`](./window/clear_color.rs) | Creates a solid color window
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`multiple_windows` | [`window/multiple_windows.rs`](./window/multiple_windows.rs) | Creates two windows and cameras viewing the same mesh
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`window_settings` | [`window/window_settings.rs`](./window/window_settings.rs) | Demonstrates customizing default window settings
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