#particle #bevy

berdicles

Expressive CPU particle system for the bevy engine

5 unstable releases

new 0.3.0 Dec 11, 2024
0.1.0 Jul 4, 2024
0.0.3 Jun 30, 2024
0.0.2 Jun 27, 2024
0.0.1 Jun 26, 2024

#334 in Game dev

Download history 1/week @ 2024-09-18 3/week @ 2024-09-25 1/week @ 2024-10-30

316 downloads per month

MIT/Apache

3.5MB
2.5K SLoC

berdicles

Instancing and projectile system for bevy.

Use cases

Despite the name, berdicles can do pretty much anything related to instancing, for example render the same material with different colors. The crate can create VFX such as particle systems, spawn hair or grass, manage projectile events, etc.

Feature Set

  • Instancing based particles.
  • Fully support bevy's mesh and material system.
  • Custom shaders and instance buffers.
  • Emit projectiles from parent projectiles.
  • Mesh based projectile trails.
  • Projectile events that spawn other particles, i.e. explosion.
  • Multiple renders from the same simulation result via ProjectileRef.
  • Billboard rendering.

Non-features

  • GPU simulation.
  • SIMD.

Getting Started

Add a ProjectileCluster, Mesh3d and InstancedMaterial3d to an entity.

To create a ProjectileCluster we need a ProjectileSystem trait implementor and a Projectile type that it can spawns.

See the examples folder for more information.

Trait Based Particles

Physics based particles is commonly seen in most particle system implementations, but they might be frustrating to work with in some situations. We provide alternative ways to implement particles, instead of defining things as velocities, forces or curves.

impl Particle for SpiralParticle {
    fn update(&mut self, dt: f32) { 
        self.lifetime += dt;
    }

    fn get_transform(&self) -> Transform {
        Transform::from_translation(
            Vec3::new(self.lifetime, 0., 0.)
        ).with_rotation(
            Quat::from_rotation_y(self.lifetime)
        )
    }

    fn expiration_state(&self) -> ExpirationState{
        ExpirationState::explode_if(self.lifetime > 8.)
    }
}

Comparison with bevy_hanabi

berdicle is more of a projectile system since we have more control over the simulation and the render pipeline. Events can be easily extracted from berdicles due to this fact. However, for most VFX with no gameplay function, bevy_hanabi should be the superior choice.

Versions

bevy berdicles
0.14 0.1-0.2
0.15 0.3-latest

License

Licensed under either of

at your option.

Contribution

Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.

Dependencies

~41–74MB
~1.5M SLoC