⚠️ NOTE. This crate is now deprecated. Use another plugin, likebevy_prototype_lyon
instead.
An unofficial immediate mode 2D drawing API for Bevy game engine.
Check the documentation or the examples to know how to use this API.
Developing a proof of concept to help Bevy contributors and give them a reference project to develop a full-featured official Canvas API for Bevy. Another goal is to provide the community a Bevy plugin to draw shapes, which will feed back into the primary goal.
Currently (May 2021) I'm not in the mood of adding new features to the library since I want to focus on other areas of Bevy. However, issues and pull requests are welcome. Here are some guidelines:
- Write commit message titles, PR titles and issue titles in the imperative form.
- Avoid overhauling pull requests without prior discussion. Examples are: adding complexity (deps, features) just for your use case or defeating the simple and extensible API philosophy. If you really think that something important needs to be done, open an issue and explain why a certain change is beneficial to the project and the community.
Probably not. While the goal is similar, there are some important differences:
- Immediate mode graphics API. In
bevy_canvas
, shapes must be drawn every frame because there is no entity that stores the info about the shape. You just issue drawing commands. Inbevy_prototype_lyon
instead, you spawn an entity that emits draw commands by its own. - Shapes are rendered after the main pass. This can be an important limitation for your application if, for example, you want to draw a sprite on top of a shape, since the shape will always be rendered after the sprite. If that's the problem, use
bevy_prototype_lyon
, at least for now.
- MSAA not working
- WebGL support absent
Feel free to open an issue and/or a PR to fix.
bevy | bevy_canvas |
---|---|
0.5 | 0.1 |