Crates.io | bevy_hanabi |
lib.rs | bevy_hanabi |
version | 0.14.0 |
source | src |
created_at | 2021-12-25 16:29:17.089759 |
updated_at | 2024-12-09 20:48:39.490587 |
description | Hanabi GPU particle system for the Bevy game engine |
homepage | https://github.com/djeedai/bevy_hanabi |
repository | https://github.com/djeedai/bevy_hanabi |
max_upload_size | |
id | 503005 |
size | 1,671,930 |
🎆 Hanabi — a GPU particle system for the Bevy game engine.
The Hanabi particle system is a modern GPU-based particle system for the Bevy game engine. It focuses on scale to produce stunning visual effects (VFX) in real time, offloading most of the work to the GPU, with minimal CPU intervention. The design is inspired by modern particle systems found in other industry-leading game engines.
🚧 This project is under heavy development, and is currently lacking both features and performance / usability polish. However, for moderate-size effects, it can already be used in your project. Feedback and contributions on both design and features are very much welcome.
🎆 Hanabi makes heavy use of compute shaders to offload work to the GPU in a performant way. Support for compute shaders on the wasm
target (WebAssembly) is available as of v0.13 (Bevy 0.14), and only through WebGPU. See the WebAssembly support documentation for details.
The 🎆 Bevy Hanabi plugin is compatible with Bevy versions >= 0.6; see Compatible Bevy versions.
Add the bevy_hanabi
dependency to Cargo.toml
:
[dependencies]
bevy_hanabi = "0.14"
See also Features below for the list of supported features.
Add the HanabiPlugin
to your app:
use bevy_hanabi::prelude::*;
App::default()
.add_plugins(DefaultPlugins)
.add_plugins(HanabiPlugin)
.run();
Create an EffectAsset
describing a visual effect:
fn setup(mut effects: ResMut<Assets<EffectAsset>>) {
// Define a color gradient from red to transparent black
let mut gradient = Gradient::new();
gradient.add_key(0.0, Vec4::new(1., 0., 0., 1.));
gradient.add_key(1.0, Vec4::splat(0.));
// Create a new expression module
let mut module = Module::default();
// On spawn, randomly initialize the position of the particle
// to be over the surface of a sphere of radius 2 units.
let init_pos = SetPositionSphereModifier {
center: module.lit(Vec3::ZERO),
radius: module.lit(2.),
dimension: ShapeDimension::Surface,
};
// Also initialize a radial initial velocity to 6 units/sec
// away from the (same) sphere center.
let init_vel = SetVelocitySphereModifier {
center: module.lit(Vec3::ZERO),
speed: module.lit(6.),
};
// Initialize the total lifetime of the particle, that is
// the time for which it's simulated and rendered. This modifier
// is almost always required, otherwise the particles won't show.
let lifetime = module.lit(10.); // literal value "10.0"
let init_lifetime = SetAttributeModifier::new(
Attribute::LIFETIME, lifetime);
// Every frame, add a gravity-like acceleration downward
let accel = module.lit(Vec3::new(0., -3., 0.));
let update_accel = AccelModifier::new(accel);
// Create the effect asset
let effect = EffectAsset::new(
// Maximum number of particles alive at a time
32768,
// Spawn at a rate of 5 particles per second
Spawner::rate(5.0.into()),
// Move the expression module into the asset
module
)
.with_name("MyEffect")
.init(init_pos)
.init(init_vel)
.init(init_lifetime)
.update(update_accel)
// Render the particles with a color gradient over their
// lifetime. This maps the gradient key 0 to the particle spawn
// time, and the gradient key 1 to the particle death (10s).
.render(ColorOverLifetimeModifier { gradient });
// Insert into the asset system
let effect_handle = effects.add(effect);
}
Use a ParticleEffect
to create an effect instance from an existing asset. The simplest way is to use the ParticleEffectBundle
to ensure all required components are spawned together.
commands
.spawn(ParticleEffectBundle {
effect: ParticleEffect::new(effect_handle),
transform: Transform::from_translation(Vec3::Y),
..Default::default()
});
See the examples/
folder.
A web demo (using the WebAssembly target) showing all examples is availabe in the examples/wasm/
folder. You can open index.html
in any browser to see a GIF of all the examples. Running the actual WebAssembly example however requires serving the files with an HTTP server. If you have NodeJS installed, you can do that for example by running npx http-server examples/wasm
.
Note for Linux users: The examples build with the bevy/x11
feature by default to enable support for the X11 display server. If you want to use the Wayland display server instead, add the bevy/wayland
feature.
This list contains the major fixed features provided by 🎆 Hanabi. Beyond that, with the power of the Expressions API, visual effect authors can further customize their effects by assigning individual particle attributes (position, color, etc.).
🎆 Bevy Hanabi supports the following cargo features:
Feature | Default | Description |
---|---|---|
2d |
✔ | Enable rendering through 2D cameras (Camera2d ) |
3d |
✔ | Enable rendering through 3D cameras (Camera3d ) |
serde * |
✔ | Use serde to derive Serialization and Deserialization on asset-related types. |
(*) serde
is not compatible with WASM (due to the typetag
dependency not being available on wasm
).
For optimization purpose, users of a single type of camera can disable the other type by skipping default features in their Cargo.toml
. For example to use only the 3D mode:
bevy_hanabi = { version = "0.14", default-features = false, features = [ "3d", "serde" ] }
The main
branch is compatible with the latest Bevy release.
Compatibility of bevy_hanabi
versions:
bevy_hanabi |
bevy |
---|---|
0.14 |
0.15 |
0.12 -0.13 |
0.14 |
0.10 -0.11 |
0.13 |
0.8 -0.9 |
0.12 |
0.7 |
0.11 |
0.6 |
0.10 |
0.5 |
0.9 |
0.3 -0.4 |
0.8 |
0.2 |
0.7 |
0.1 |
0.6 |
🎆 Hanabi is dual-licensed under either:
LICENSE-MIT
or http://opensource.org/licenses/MIT)LICENSE-APACHE2
or http://www.apache.org/licenses/LICENSE-2.0)at your option.
SPDX-License-Identifier: MIT OR Apache-2.0