bevy/examples
Robert Swain 55da315432 bevy_render: Provide a way to opt-out of the built-in frustum culling (#3711)
# Objective

- Allow opting-out of the built-in frustum culling for cases where its behaviour would be incorrect
- Make use of the this in the shader_instancing example that uses a custom instancing method. The built-in frustum culling breaks the custom instancing in the shader_instancing example if the camera is moved to:

```rust
    commands.spawn_bundle(PerspectiveCameraBundle {
        transform: Transform::from_xyz(12.0, 0.0, 15.0)
            .looking_at(Vec3::new(12.0, 0.0, 0.0), Vec3::Y),
        ..Default::default()
    });
```

...such that the Aabb of the cube Mesh that is at the origin goes completely out of view. This incorrectly (for the purpose of the custom instancing) culls the `Mesh` and so culls all instances even though some may be visible.


## Solution

- Add a `NoFrustumCulling` marker component
- Do not compute and add an `Aabb` to `Mesh` entities without an `Aabb` if they have a `NoFrustumCulling` marker component
- Do not apply frustum culling to entities with the `NoFrustumCulling` marker component
2022-01-17 22:55:44 +00:00
..
2d Add 2d meshes and materials (#3460) 2022-01-08 01:29:08 +00:00
3d Spherical area lights example (#3498) 2021-12-30 21:07:26 +00:00
android Add upstream bevy_ecs and prepare for custom-shaders merge (#2815) 2021-09-14 06:14:19 +00:00
app Add headless mode (#3439) 2022-01-08 10:39:43 +00:00
asset Bevy app docs (#3539) 2022-01-06 23:16:47 +00:00
async_tasks Fix doc_markdown lints in examples (#3486) 2021-12-29 17:25:34 +00:00
audio use ogg by default instead of mp3 (#3421) 2021-12-23 19:19:15 +00:00
diagnostics Add upstream bevy_ecs and prepare for custom-shaders merge (#2815) 2021-09-14 06:14:19 +00:00
ecs Thread local example cleanup (#3586) 2022-01-08 22:36:33 +00:00
game Remove a couple of unnecessary full paths (#3699) 2022-01-16 20:49:40 +00:00
input Add Gamepads resource (#3257) 2021-12-08 20:28:08 +00:00
ios Remove cargo-lipo from iOS ci job (#3671) 2022-01-17 21:43:44 +00:00
reflection Fix doc_markdown lints in examples (#3486) 2021-12-29 17:25:34 +00:00
scene Implement and require #[derive(Component)] on all component structs (#2254) 2021-10-03 19:23:44 +00:00
shader bevy_render: Provide a way to opt-out of the built-in frustum culling (#3711) 2022-01-17 22:55:44 +00:00
tools Improved bevymark: no bouncing offscreen and spawn waves from CLI (#3364) 2021-12-18 20:13:59 +00:00
ui Fix doc_markdown lints in examples (#3486) 2021-12-29 17:25:34 +00:00
wasm Remove wasm specific examples (#3705) 2022-01-17 22:38:05 +00:00
window make sub_app return an &App and add sub_app_mut() -> &mut App (#3309) 2021-12-24 06:57:30 +00:00
hello_world.rs Add upstream bevy_ecs and prepare for custom-shaders merge (#2815) 2021-09-14 06:14:19 +00:00
README.md Remove wasm specific examples (#3705) 2022-01-17 22:38:05 +00:00

Examples

These examples demonstrate the main features of Bevy and how to use them. 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.

cargo run --features wayland --example hello_world

⚠️ Note: for users of releases on crates.io!

There are often large differences and incompatible API changes between the latest crates.io release and the development version of Bevy in the git main branch!

If you are using a released version of bevy, you need to make sure you are viewing the correct version of the examples!

When you clone the repo locally to run the examples, use git checkout to get the correct version:

# `latest` always points to the newest release
git checkout latest
# or use a specific version
git checkout v0.4.0

Table of Contents

The Bare Minimum

Hello, World!

Example File Description
hello_world hello_world.rs Runs a minimal example that outputs "hello world"

Cross-Platform Examples

2D Rendering

Example File Description
contributors 2d/contributors.rs Displays each contributor as a bouncy bevy-ball!
many_sprites 2d/many_sprites.rs Displays many sprites in a grid arragement! Used for performance testing.
mesh2d 2d/mesh2d.rs Renders a 2d mesh
mesh2d_manual 2d/mesh2d_manual.rs Renders a custom mesh "manually" with "mid-level" renderer apis.
rect 2d/rect.rs Renders a rectangle
sprite 2d/sprite.rs Renders a sprite
sprite_sheet 2d/sprite_sheet.rs Renders an animated sprite
text2d 2d/text2d.rs Generates text in 2d
sprite_flipping 2d/sprite_flipping.rs Renders a sprite flipped along an axis
texture_atlas 2d/texture_atlas.rs Generates a texture atlas (sprite sheet) from individual sprites

3D Rendering

Example File Description
3d_scene 3d/3d_scene.rs Simple 3D scene with basic shapes and lighting
lighting 3d/lighting.rs Illustrates various lighting options in a simple scene
load_gltf 3d/load_gltf.rs Loads and renders a gltf file as a scene
many_cubes 3d/many_cubes.rs Simple benchmark to test per-entity draw overhead
msaa 3d/msaa.rs Configures MSAA (Multi-Sample Anti-Aliasing) for smoother edges
orthographic 3d/orthographic.rs Shows how to create a 3D orthographic view (for isometric-look games or CAD applications)
parenting 3d/parenting.rs Demonstrates parent->child relationships and relative transformations
pbr 3d/pbr.rs Demonstrates use of Physically Based Rendering (PBR) properties
shadow_caster_receiver 3d/shadow_caster_receiver.rs Demonstrates how to prevent meshes from casting/receiving shadows in a 3d scene
shadow_biases 3d/shadow_biases.rs Demonstrates how shadow biases affect shadows in a 3d scene
spherical_area_lights 3d/spherical_area_lights.rs Demonstrates how point light radius values affect light behavior.
texture 3d/texture.rs Shows configuration of texture materials
update_gltf_scene 3d/update_gltf_scene.rs Update a scene from a gltf file, either by spawning the scene as a child of another entity, or by accessing the entities of the scene
wireframe 3d/wireframe.rs Showcases wireframe rendering

Application

Example File Description
custom_loop app/custom_loop.rs Demonstrates how to create a custom runner (to update an app manually).
drag_and_drop app/drag_and_drop.rs An example that shows how to handle drag and drop in an app.
empty app/empty.rs An empty application (does nothing)
empty_defaults app/empty_defaults.rs An empty application with default plugins
headless app/headless.rs An application that runs without default plugins
headless_defaults app/headless_defaults.rs An application that runs with default plugins, but without an actual renderer
logs app/logs.rs Illustrate how to use generate log output
plugin app/plugin.rs Demonstrates the creation and registration of a custom plugin
plugin_group app/plugin_group.rs Demonstrates the creation and registration of a custom plugin group
return_after_run app/return_after_run.rs Show how to return to main after the Bevy app has exited
thread_pool_resources app/thread_pool_resources.rs Creates and customizes the internal thread pool
without_winit app/without_winit.rs Create an application without winit (runs single time, no event loop)

Assets

Example File Description
asset_loading asset/asset_loading.rs Demonstrates various methods to load assets
custom_asset asset/custom_asset.rs Implements a custom asset loader
custom_asset_io asset/custom_asset_io.rs Implements a custom asset io loader
hot_asset_reloading asset/hot_asset_reloading.rs Demonstrates automatic reloading of assets when modified on disk

Async Tasks

Example File Description
async_compute async_tasks/async_compute.rs How to use AsyncComputeTaskPool to complete longer running tasks

Audio

Example File Description
audio audio/audio.rs Shows how to load and play an audio file

Diagnostics

Example File Description
custom_diagnostic diagnostics/custom_diagnostic.rs Shows how to create a custom diagnostic
log_diagnostics diagnostics/log_diagnostics.rs Add a plugin that logs diagnostics, like frames per second (FPS), to the console

ECS (Entity Component System)

Example File Description
ecs_guide ecs/ecs_guide.rs Full guide to Bevy's ECS
component_change_detection ecs/component_change_detection.rs Change detection on components
event ecs/event.rs Illustrates event creation, activation, and reception
fixed_timestep ecs/fixed_timestep.rs Shows how to create systems that run every fixed timestep, rather than every tick
hierarchy ecs/hierarchy.rs Creates a hierarchy of parents and children entities
iter_combinations ecs/iter_combinations.rs Shows how to iterate over combinations of query results.
parallel_query ecs/parallel_query.rs Illustrates parallel queries with ParallelIterator
removal_detection ecs/removal_detection.rs Query for entities that had a specific component removed in a previous stage during the current frame.
startup_system ecs/startup_system.rs Demonstrates a startup system (one that runs once when the app starts up)
state ecs/state.rs Illustrates how to use States to control transitioning from a Menu state to an InGame state
system_chaining ecs/system_chaining.rs Chain two systems together, specifying a return type in a system (such as Result)
system_param ecs/system_param.rs Illustrates creating custom system parameters with SystemParam
system_sets ecs/system_sets.rs Shows SystemSet use along with run criterion
timers ecs/timers.rs Illustrates ticking Timer resources inside systems and handling their state

Games

Example File Description
alien_cake_addict game/alien_cake_addict.rs Eat the cakes. Eat them all. An example 3D game
breakout game/breakout.rs An implementation of the classic game "Breakout"
game_menu game/game_menu.rs A simple game menu

Input

Example File Description
char_input_events input/char_input_events.rs Prints out all chars as they are inputted.
gamepad_input input/gamepad_input.rs Shows handling of gamepad input, connections, and disconnections
gamepad_input_events input/gamepad_input_events.rs Iterates and prints gamepad input and connection events
keyboard_input input/keyboard_input.rs Demonstrates handling a key press/release
keyboard_input_events input/keyboard_input_events.rs Prints out all keyboard events
keyboard_modifiers input/keyboard_modifiers.rs Demonstrates using key modifiers (ctrl, shift)
mouse_input input/mouse_input.rs Demonstrates handling a mouse button press/release
mouse_input_events input/mouse_input_events.rs Prints out all mouse events (buttons, movement, etc.)
touch_input input/touch_input.rs Displays touch presses, releases, and cancels
touch_input_events input/touch_input_events.rs Prints out all touch inputs

Reflection

Example File Description
reflection reflection/reflection.rs Demonstrates how reflection in Bevy provides a way to dynamically interact with Rust types
generic_reflection reflection/generic_reflection.rs Registers concrete instances of generic types that may be used with reflection
reflection_types reflection/reflection_types.rs Illustrates the various reflection types available
trait_reflection reflection/trait_reflection.rs Allows reflection with trait objects

Scene

Example File Description
scene scene/scene.rs Demonstrates loading from and saving scenes to files

Shaders

Example File Description
shader_material shader/shader_material.rs Illustrates creating a custom material and a shader that uses it
shader_material_glsl shader/shader_material_glsl.rs A custom shader using the GLSL shading language.
shader_instancing shader/shader_instancing.rs A custom shader showing off rendering a mesh multiple times in one draw call.
animate_shader shader/animate_shader.rs Shows how to pass changing data like the time since startup into a shader.
compute_shader_game_of_life shader/compute_shader_game_of_life.rs A compute shader simulating Conway's Game of Life
shader_defs shader/shader_defs.rs Demonstrates creating a custom material that uses "shaders defs" (a tool to selectively toggle parts of a shader)

Tests

Example File Description
how_to_test_systems ../tests/how_to_test_systems.rs How to test systems with commands, queries or resources

Tools

Example File Description
bevymark tools/bevymark.rs A heavy sprite rendering workload to benchmark your system with Bevy

UI (User Interface)

Example File Description
button ui/button.rs Illustrates creating and updating a button
font_atlas_debug ui/font_atlas_debug.rs Illustrates how FontAtlases are populated (used to optimize text rendering internally)
text ui/text.rs Illustrates creating and updating text
text_debug ui/text_debug.rs An example for debugging text layout
ui ui/ui.rs Illustrates various features of Bevy UI

Window

Example File Description
clear_color window/clear_color.rs Creates a solid color window
multiple_windows window/multiple_windows.rs Demonstrates creating multiple windows, and rendering to them
scale_factor_override window/scale_factor_override.rs Illustrates how to customize the default window settings
transparent_window window/transparent_window.rs Illustrates making the window transparent and hiding the window decoration
window_settings window/window_settings.rs Demonstrates customizing default window settings

Platform-Specific Examples

Android

Setup

rustup target add aarch64-linux-android armv7-linux-androideabi
cargo install cargo-apk

The Android SDK must be installed, and the environment variable ANDROID_SDK_ROOT set to the root Android sdk folder.

When using NDK (Side by side), the environment variable ANDROID_NDK_ROOT must also be set to one of the NDKs in sdk\ndk\[NDK number].

Build & Run

To run on a device setup for Android development, run:

cargo apk run --example android

⚠️ At this time Bevy does not work in Android Emulator.

When using Bevy as a library, the following fields must be added to Cargo.toml:

[package.metadata.android]
build_targets = ["aarch64-linux-android", "armv7-linux-androideabi"]
target_sdk_version = 29
min_sdk_version = 16

Please reference cargo-apk README for other Android Manifest fields.

Old phones

Bevy by default targets Android API level 29 in its examples which is the Play Store's minimum API to upload or update apps. Users of older phones may want to use an older API when testing.

To use a different API, the following fields must be updated in Cargo.toml:

[package.metadata.android]
target_sdk_version = >>API<<
min_sdk_version = >>API or less<<
Example File Description
android android/android.rs The 3d/3d_scene.rs example for Android

iOS

Setup

You need to install the correct rust targets:

  • aarch64-apple-ios: iOS devices
  • x86_64-apple-ios: iOS simulator on x86 processors
  • aarch64-apple-ios-sim: iOS simulator on Apple processors
rustup target add aarch64-apple-ios x86_64-apple-ios aarch64-apple-ios-sim

Build & Run

Using bash:

cd examples/ios
make run

In an ideal world, this will boot up, install and run the app for the first iOS simulator in your xcrun simctl devices list. If this fails, you can specify the simulator device UUID via:

DEVICE_ID=${YOUR_DEVICE_ID} make run

If you'd like to see xcode do stuff, you can run

open bevy_ios_example.xcodeproj/

which will open xcode. You then must push the zoom zoom play button and wait for the magic.

Example File Description
ios ios/src/lib.rs The 3d/3d_scene.rs example for iOS

WASM

Setup

rustup target add wasm32-unknown-unknown
cargo install wasm-bindgen-cli

Build & Run

Following is an example for lighting. For other examples, change the lighting in the following commands.

cargo build --release --example lighting --target wasm32-unknown-unknown
wasm-bindgen --out-name wasm_example --out-dir examples/wasm/target --target web target/wasm32-unknown-unknown/release/examples/lighting.wasm

The first command will build the example for the wasm target, creating a binary. Then, wasm-bindgen-cli is used to create javascript bindings to this wasm file, which can be loaded using this example HTML file.

Then serve examples/wasm directory to browser. i.e.

# cargo install basic-http-server
basic-http-server examples/wasm

# with python
python3 -m http.server --directory examples/wasm

# with ruby
ruby -run -ehttpd examples/wasm

Loading Assets

To load assets, they need to be available in the folder examples/wasm/assets. Cloning this repository will set it up as a symlink on Linux and macOS, but you will need to manually move the assets on Windows.