Update README.md (#1338)
- added some missing examples - changed the order of a few examples (app/empty came after app/empty_default for example) - added a table with the examples for Android and iOS, like it was done for wasm see [`issue 1326`](https://github.com/bevyengine/bevy/issues/1326)
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@ -59,8 +59,9 @@ Example | Main | Description
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Example | Main | Description
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Example | Main | Description
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`contributors` | [`2d/contributors.rs`](./2d/contributors.rs) | Displays each contributor as a bouncy bevy-ball!
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`contributors` | [`2d/contributors.rs`](./2d/contributors.rs) | Displays each contributor as a bouncy bevy-ball!
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`sprite_sheet` | [`2d/sprite_sheet.rs`](./2d/sprite_sheet.rs) | Renders an animated sprite
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`sprite` | [`2d/sprite.rs`](./2d/sprite.rs) | Renders a sprite
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`sprite` | [`2d/sprite.rs`](./2d/sprite.rs) | Renders a sprite
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`sprite_sheet` | [`2d/sprite_sheet.rs`](./2d/sprite_sheet.rs) | Renders an animated sprite
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`texture2d` | [`2d/text2d.rs`](./2d/text2d.rs) | Generates text in 2d
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`texture_atlas` | [`2d/texture_atlas.rs`](./2d/texture_atlas.rs) | Generates a texture atlas (sprite sheet) from individual sprites
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`texture_atlas` | [`2d/texture_atlas.rs`](./2d/texture_atlas.rs) | Generates a texture atlas (sprite sheet) from individual sprites
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## 3D Rendering
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## 3D Rendering
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@ -82,12 +83,12 @@ Example | File | Description
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`custom_loop` | [`app/custom_loop.rs`](./app/custom_loop.rs) | Demonstrates how to create a custom runner (to update an app manually).
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`custom_loop` | [`app/custom_loop.rs`](./app/custom_loop.rs) | Demonstrates how to create a custom runner (to update an app manually).
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`drag_and_drop` | [`app/drag_and_drop.rs`](./app/drag_and_drop.rs) | An example that shows how to handle drag and drop in an app.
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`drag_and_drop` | [`app/drag_and_drop.rs`](./app/drag_and_drop.rs) | An example that shows how to handle drag and drop in an app.
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`empty_defaults` | [`app/empty_defaults.rs`](./app/empty_defaults.rs) | An empty application with default plugins
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`empty` | [`app/empty.rs`](./app/empty.rs) | An empty application (does nothing)
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`empty` | [`app/empty.rs`](./app/empty.rs) | An empty application (does nothing)
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`empty_defaults` | [`app/empty_defaults.rs`](./app/empty_defaults.rs) | An empty application with default plugins
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`headless` | [`app/headless.rs`](./app/headless.rs) | An application that runs without default plugins
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`headless` | [`app/headless.rs`](./app/headless.rs) | An application that runs without default plugins
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`logs` | [`app/logs.rs`](./app/logs.rs) | Illustrate how to use generate log output
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`logs` | [`app/logs.rs`](./app/logs.rs) | Illustrate how to use generate log output
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`plugin_group` | [`app/plugin_group.rs`](./app/plugin_group.rs) | Demonstrates the creation and registration of a custom plugin group
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`plugin` | [`app/plugin.rs`](./app/plugin.rs) | Demonstrates the creation and registration of a custom plugin
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`plugin` | [`app/plugin.rs`](./app/plugin.rs) | Demonstrates the creation and registration of a custom plugin
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`plugin_group` | [`app/plugin_group.rs`](./app/plugin_group.rs) | Demonstrates the creation and registration of a custom plugin group
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`return_after_run` | [`app/return_after_run.rs`](./app/return_after_run.rs) | Show how to return to main after the Bevy app has exited
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`return_after_run` | [`app/return_after_run.rs`](./app/return_after_run.rs) | Show how to return to main after the Bevy app has exited
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`thread_pool_resources` | [`app/thread_pool_resources.rs`](./app/thread_pool_resources.rs) | Creates and customizes the internal thread pool
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`thread_pool_resources` | [`app/thread_pool_resources.rs`](./app/thread_pool_resources.rs) | Creates and customizes the internal thread pool
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@ -97,6 +98,7 @@ Example | File | Description
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`asset_loading` | [`asset/asset_loading.rs`](./asset/asset_loading.rs) | Demonstrates various methods to load assets
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`asset_loading` | [`asset/asset_loading.rs`](./asset/asset_loading.rs) | Demonstrates various methods to load assets
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`custom_asset` | [`asset/custom_asset.rs`](./asset/custom_asset.rs) | Implements a custom asset loader
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`custom_asset` | [`asset/custom_asset.rs`](./asset/custom_asset.rs) | Implements a custom asset loader
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`custom_asset_io` | [`asset/custom_asset_io.rs`](./asset/custom_asset_io.rs) | Implements a custom asset io loader
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`hot_asset_reloading` | [`asset/hot_asset_reloading.rs`](./asset/hot_asset_reloading.rs) | Demonstrates automatic reloading of assets when modified on disk
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`hot_asset_reloading` | [`asset/hot_asset_reloading.rs`](./asset/hot_asset_reloading.rs) | Demonstrates automatic reloading of assets when modified on disk
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## Audio
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## Audio
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@ -119,10 +121,12 @@ Example | File | Description
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`change_detection` | [`ecs/change_detection.rs`](./ecs/change_detection.rs) | Change detection on components
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`change_detection` | [`ecs/change_detection.rs`](./ecs/change_detection.rs) | Change detection on components
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`ecs_guide` | [`ecs/ecs_guide.rs`](./ecs/ecs_guide.rs) | Full guide to Bevy's ECS
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`ecs_guide` | [`ecs/ecs_guide.rs`](./ecs/ecs_guide.rs) | Full guide to Bevy's ECS
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`event` | [`ecs/event.rs`](./ecs/event.rs) | Illustrates event creation, activation, and reception
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`event` | [`ecs/event.rs`](./ecs/event.rs) | Illustrates event creation, activation, and reception
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`fixed_timestep` | [`ecs/fixed_timestep.rs`](./ecs/fixed_timestep.rs) | Shows how to create systems that run every fixed timestep, rather than every tick
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`hierarchy` | [`ecs/hierarchy.rs`](./ecs/hierarchy.rs) | Creates a hierarchy of parents and children entities
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`hierarchy` | [`ecs/hierarchy.rs`](./ecs/hierarchy.rs) | Creates a hierarchy of parents and children entities
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`parallel_query` | [`ecs/parallel_query.rs`](./ecs/parallel_query.rs) | Illustrates parallel queries with `ParallelIterator`
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`parallel_query` | [`ecs/parallel_query.rs`](./ecs/parallel_query.rs) | Illustrates parallel queries with `ParallelIterator`
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`removal_detection` | [`ecs/removal_detection.rs`](./ecs/removal_detection.rs) | Query for entities that had a specific component removed in a previous stage during the current frame.
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`removal_detection` | [`ecs/removal_detection.rs`](./ecs/removal_detection.rs) | Query for entities that had a specific component removed in a previous stage during the current frame.
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`startup_system` | [`ecs/startup_system.rs`](./ecs/startup_system.rs) | Demonstrates a startup system (one that runs once when the app starts up)
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`startup_system` | [`ecs/startup_system.rs`](./ecs/startup_system.rs) | Demonstrates a startup system (one that runs once when the app starts up)
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`state` | [`ecs/state.rs`](./ecs/state.rs) | Illustrates how to use States to control transitioning from a Menu state to an InGame state
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`system_chaining` | [`ecs/system_chaining.rs`](./ecs/system_chaining.rs) | Chain two systems together, specifying a return type in a system (such as `Result`)
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`system_chaining` | [`ecs/system_chaining.rs`](./ecs/system_chaining.rs) | Chain two systems together, specifying a return type in a system (such as `Result`)
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`timers` | [`ecs/timers.rs`](./ecs/timers.rs) | Illustrates ticking `Timer` resources inside systems and handling their state
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`timers` | [`ecs/timers.rs`](./ecs/timers.rs) | Illustrates ticking `Timer` resources inside systems and handling their state
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@ -138,22 +142,22 @@ Example | File | Description
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Example | File | Description
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Example | File | Description
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`char_input_events` | [`input/char_input_events.rs`](./input/char_input_events.rs) | Prints out all chars as they are inputted.
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`char_input_events` | [`input/char_input_events.rs`](./input/char_input_events.rs) | Prints out all chars as they are inputted.
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`gamepad_input_events` | [`input/gamepad_input_events.rs`](./input/gamepad_input_events.rs) | Iterates and prints gamepad input and connection events
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`gamepad_input` | [`input/gamepad_input.rs`](./input/gamepad_input.rs) | Shows handling of gamepad input, connections, and disconnections
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`gamepad_input` | [`input/gamepad_input.rs`](./input/gamepad_input.rs) | Shows handling of gamepad input, connections, and disconnections
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`keyboard_input_events` | [`input/keyboard_input_events.rs`](./input/keyboard_input_events.rs) | Prints out all keyboard events
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`gamepad_input_events` | [`input/gamepad_input_events.rs`](./input/gamepad_input_events.rs) | Iterates and prints gamepad input and connection events
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`keyboard_input` | [`input/keyboard_input.rs`](./input/keyboard_input.rs) | Demonstrates handling a key press/release
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`keyboard_input` | [`input/keyboard_input.rs`](./input/keyboard_input.rs) | Demonstrates handling a key press/release
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`mouse_input_events` | [`input/mouse_input_events.rs`](./input/mouse_input_events.rs) | Prints out all mouse events (buttons, movement, etc.)
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`keyboard_input_events` | [`input/keyboard_input_events.rs`](./input/keyboard_input_events.rs) | Prints out all keyboard events
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`mouse_input` | [`input/mouse_input.rs`](./input/mouse_input.rs) | Demonstrates handling a mouse button press/release
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`mouse_input` | [`input/mouse_input.rs`](./input/mouse_input.rs) | Demonstrates handling a mouse button press/release
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`touch_input_events` | [`input/touch_input_events.rs`](./input/touch_input_input_events.rs) | Prints out all touch inputs
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`mouse_input_events` | [`input/mouse_input_events.rs`](./input/mouse_input_events.rs) | Prints out all mouse events (buttons, movement, etc.)
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`touch_input` | [`input/touch_input.rs`](./input/touch_input.rs) | Displays touch presses, releases, and cancels
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`touch_input` | [`input/touch_input.rs`](./input/touch_input.rs) | Displays touch presses, releases, and cancels
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`touch_input_events` | [`input/touch_input_events.rs`](./input/touch_input_input_events.rs) | Prints out all touch inputs
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## Reflection
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## Reflection
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Example | File | Description
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Example | File | Description
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`generic_reflection` | [`reflection/generic_reflection.rs`](reflection/generic_reflection.rs) | Registers concrete instances of generic types that may be used with reflection
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`generic_reflection` | [`reflection/generic_reflection.rs`](reflection/generic_reflection.rs) | Registers concrete instances of generic types that may be used with reflection
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`reflection_types` | [`reflection/reflection_types.rs`](reflection/reflection_types.rs) | Illustrates the various reflection types available
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`reflection` | [`reflection/reflection.rs`](reflection/reflection.rs) | Demonstrates how reflection in Bevy provides a way to dynamically interact with Rust types
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`reflection` | [`reflection/reflection.rs`](reflection/reflection.rs) | Demonstrates how reflection in Bevy provides a way to dynamically interact with Rust types
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`reflection_types` | [`reflection/reflection_types.rs`](reflection/reflection_types.rs) | Illustrates the various reflection types available
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`trait_reflection` | [`reflection/trait_reflection.rs`](reflection/trait_reflection.rs) | Allows reflection with trait objects
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`trait_reflection` | [`reflection/trait_reflection.rs`](reflection/trait_reflection.rs) | Allows reflection with trait objects
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## Scene
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## Scene
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`array_texture` | [`shader/array_texture.rs`](./shader/array_texture.rs) | Illustrates how to create a texture for use with a texture2DArray shader uniform variable
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`array_texture` | [`shader/array_texture.rs`](./shader/array_texture.rs) | Illustrates how to create a texture for use with a texture2DArray shader uniform variable
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`mesh_custom_attribute` | [`shader/mesh_custom_attribute.rs`](./shader/mesh_custom_attribute.rs) | Illustrates how to add a custom attribute to a mesh and use it in a custom shader
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`mesh_custom_attribute` | [`shader/mesh_custom_attribute.rs`](./shader/mesh_custom_attribute.rs) | Illustrates how to add a custom attribute to a mesh and use it in a custom shader
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`hot_shader_reloading` | [`shader/hot_shader_reloading.rs`](./shader/hot_shader_reloading.rs) | Illustrates how to load shaders such that they can be edited while the example is still running
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`shader_custom_material` | [`shader/shader_custom_material.rs`](./shader/shader_custom_material.rs) | Illustrates creating a custom material and a shader that uses it
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`shader_custom_material` | [`shader/shader_custom_material.rs`](./shader/shader_custom_material.rs) | Illustrates creating a custom material and a shader that uses it
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`shader_defs` | [`shader/shader_defs.rs`](./shader/shader_defs.rs) | Demonstrates creating a custom material that uses "shaders defs" (a tool to selectively toggle parts of a shader)
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`shader_defs` | [`shader/shader_defs.rs`](./shader/shader_defs.rs) | Demonstrates creating a custom material that uses "shaders defs" (a tool to selectively toggle parts of a shader)
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Example | File | Description
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Example | File | Description
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`bevymark` | [`tools/bevymark.rs`](./tools/bevymark.rs) | A heavy workload to use to see how far Bevy can push your system
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`bevymark` | [`tools/bevymark.rs`](./tools/bevymark.rs) | A heavy workload to benchmark your system with Bevy
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## UI (User Interface)
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## UI (User Interface)
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`clear_color` | [`window/clear_color.rs`](./window/clear_color.rs) | Creates a solid color window
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`clear_color` | [`window/clear_color.rs`](./window/clear_color.rs) | Creates a solid color window
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`multiple_windows` | [`window/multiple_windows.rs`](./window/multiple_windows.rs) | Creates two windows and cameras viewing the same mesh
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`multiple_windows` | [`window/multiple_windows.rs`](./window/multiple_windows.rs) | Creates two windows and cameras viewing the same mesh
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`scale_factor_override` | [`window/scale_factor_override.rs`](./window/scale_factor_override.rs) | Illustrates how to customize the default window settings
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`window_settings` | [`window/window_settings.rs`](./window/window_settings.rs) | Demonstrates customizing default window settings
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`window_settings` | [`window/window_settings.rs`](./window/window_settings.rs) | Demonstrates customizing default window settings
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# Platform-Specific Examples
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# Platform-Specific Examples
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@ -243,6 +249,10 @@ target_sdk_version = >>API<<
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min_sdk_version = >>API or less<<
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min_sdk_version = >>API or less<<
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```
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```
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`android` | [`android/android.rs`](./android/android.rs) | The `3d/3d_scene.rs` example for Android
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## iOS
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## iOS
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#### Setup
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#### Setup
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Note: if you update this variable in Xcode, it will also change the default
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Note: if you update this variable in Xcode, it will also change the default
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used for the `Makefile`.
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used for the `Makefile`.
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`ios` | [`ios/src/lib.rs`](./ios/src/lib.rs) | The `3d/3d_scene.rs` example for iOS
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## WASM
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## WASM
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#### Setup
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#### Setup
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