1 unstable release
0.1.0 | Apr 20, 2023 |
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#1352 in Game dev
33KB
558 lines
Bevy Vinox Pixel
A crate for pixel art games in bevy.
The goal of this crate is to provide tools commonly needed in pixel art games in an easy to use crate. Here is a list of features(Indicated by being crossed out) and planned features:
CamerasI need to cleanup the texture version a little bit though- Runtime Pixelated Sprites(such as 3d objects or procedural generated assets)
- Pixel ui system for games that need it.
- Tilemaps via bevy_ecs_tilemap?
- Pixelated cursor support.(Partially done works for the scaled camera)
- Limited palettes that can be automatically assigned to any colors by finding the closest match or map from one palette to another.
- A simple aabb(and possibly sat) physics engine as a lot of games don't need complicated physics.
- A more abstracted layer system so you don't have to manually choose z depths.
- Optional limitations? Such as an option to limit sprite count to emulate more limited systems.
- Optional abstracted positions. Ie a px position which will always correspond to the pixel grid. And another type subpxposition. (This idea is straight from seldom_pixel)
Please open issues for more feature suggestions if you have any!
Thanks
Thanks to bevy_pixel_camera for both the approach shown there and for how to setup a custom camera. also thanks to seldom_pixel for some of the ideas
Version Support
bevy | bevy_vinox_pixel |
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0.10 | 0.0.1 |
Dependencies
~35–70MB
~1M SLoC