A native and WASM-compatible 2D particle system plugin for bevy
Note: This crate is still under development and its API may change between releases.
The above was captured running a release build of the basic
example, cargo run --example basic --release
, and ran at 190-200 FPS on a
2019 Intel i9 MacBook Pro, rendering about 10k particles.
INFO bevy diagnostic: frame_time : 5.125810ms (avg 5.211673ms)
INFO bevy diagnostic: fps : 206.027150 (avg 204.176718)
INFO bevy diagnostic: entity_count : 11358.713999 (avg 11341.450000)
- Add the [
ParticleSystemPlugin
] plugin.
use bevy::prelude::*;
use bevy_particle_systems::ParticleSystemPlugin;
fn main() {
App::new()
.add_plugins((DefaultPlugins, ParticleSystemPlugin)) // <-- Add the plugin
// ...
.add_systems(Startup, spawn_particle_system)
.run();
}
fn spawn_particle_system() { /* ... */ }
- Spawn a particle system whenever necessary.
use bevy::prelude::*;
use bevy_particle_systems::*;
fn spawn_particle_system(mut commands: Commands, asset_server: Res<AssetServer>) {
commands
// Add the bundle specifying the particle system itself.
.spawn(ParticleSystemBundle {
particle_system: ParticleSystem {
max_particles: 10_000,
texture: ParticleTexture::Sprite(asset_server.load("my_particle.png")),
spawn_rate_per_second: 25.0.into(),
initial_speed: JitteredValue::jittered(3.0, -1.0..1.0),
lifetime: JitteredValue::jittered(8.0, -2.0..2.0),
color: ColorOverTime::Gradient(Gradient::new(vec![
ColorPoint::new(Color::WHITE, 0.0),
ColorPoint::new(Color::rgba(0.0, 0.0, 1.0, 0.0), 1.0),
])),
looping: true,
system_duration_seconds: 10.0,
..ParticleSystem::default()
},
..ParticleSystemBundle::default()
})
// Add the playing component so it starts playing. This can be added later as well.
.insert(Playing);
}
bevy_particle_systems |
bevy |
---|---|
0.12 | 0.13 |
0.11 | 0.12 |
0.10 | 0.11 |
0.9 | 0.10 |
0.6 - 0.8 | 0.9 |
0.5 | 0.8 |
0.4 | 0.7 |