Refresh the examples readme (#854)

Refresh the examples readme: organize, alphabetize, add missing entries, remove outdated entries.
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@ -21,23 +21,29 @@ git checkout v0.3.0
### Table of Contents
- [Hello, World!](#hello-world)
- [2D Rendering](#2d-rendering)
- [3D Rendering](#3d-rendering)
- [Application](#application)
- [Assets](#assets)
- [Audio](#audio)
- [Diagnostics](#diagnostics)
- [ECS (Entity Component System)](#ecs-entity-component-system)
- [Games](#games)
- [Input](#input)
- [Scene](#scene)
- [Shaders](#shaders)
- [UI (User Interface)](#ui-user-interface)
- [Window](#window)
- [WASM](#wasm)
- [iOS](#ios)
- [Android](#android)
- [The Bare Minimum](#the-bare-minimum)
- [Hello, World!](#hello-world)
- [Cross-Platform Examples](#cross-platform-examples)
- [2D Rendering](#2d-rendering)
- [3D Rendering](#3d-rendering)
- [Application](#application)
- [Assets](#assets)
- [Audio](#audio)
- [Diagnostics](#diagnostics)
- [ECS (Entity Component System)](#ecs-entity-component-system)
- [Games](#games)
- [Input](#input)
- [Scene](#scene)
- [Shaders](#shaders)
- [Tools](#tools)
- [UI (User Interface)](#ui-user-interface)
- [Window](#window)
- [Platform-Specific Examples](#platform-specific-examples)
- [Android](#android)
- [iOS](#ios)
- [WASM](#wasm)
# The Bare Minimum
## Hello, World!
@ -45,23 +51,25 @@ Example | Main | Description
--- | --- | ---
`hello_world` | [`hello_world.rs`](./hello_world.rs) | Runs a minimal example that outputs "hello world"
# Cross-Platform Examples
## 2D Rendering
Example | Main | Description
--- | --- | ---
`contributors` | [`2d/contributors.rs`](./2d/contributors.rs) | Displays each contributor as a bouncy bevy-ball!
`sprite` | [`2d/sprite.rs`](./2d/sprite.rs) | Renders a sprite
`sprite_sheet` | [`2d/sprite_sheet.rs`](./2d/sprite_sheet.rs) | Renders an animated sprite
`sprite` | [`2d/sprite.rs`](./2d/sprite.rs) | Renders a sprite
`texture_atlas` | [`2d/texture_atlas.rs`](./2d/texture_atlas.rs) | Generates a texture atlas (sprite sheet) from individual sprites
## 3D Rendering
Example | File | Description
--- | --- | ---
`3d_scene` | [`3d/3d_scene.rs`](./3d/3d_scene.rs) | Simple 3D scene with basic shapes and lighting
`load_gltf` | [`3d/load_gltf.rs`](./3d/load_gltf.rs) | Loads and renders a gltf file as a scene
`msaa` | [`3d/msaa.rs`](./3d/msaa.rs) | Configures MSAA (Multi-Sample Anti-Aliasing) for smoother edges
`parenting` | [`3d/parenting.rs`](./3d/parenting.rs) | Demonstrates parent->child relationships and relative transformations
`3d_scene` | [`3d/3d_scene.rs`](./3d/3d_scene.rs) | Simple 3D scene with basic shapes and lighting
`spawner` | [`3d/spawner.rs`](./3d/spawner.rs) | Renders a large number of cubes with changing position and material
`texture` | [`3d/texture.rs`](./3d/texture.rs) | Shows configuration of texture materials
`z_sort_debug` | [`3d/z_sort_debug.rs`](./3d/z_sort_debug.rs) | Visualizes camera Z-ordering
@ -71,12 +79,14 @@ Example | File | Description
Example | File | Description
--- | --- | ---
`custom_loop` | [`app/custom_loop.rs`](./app/custom_loop.rs) | Demonstrates how to create a custom runner (to update an app manually).
`empty` | [`app/empty.rs`](./app/empty.rs) | An empty application (does nothing)
`empty_defaults` | [`app/empty_defaults.rs`](./app/empty_defaults.rs) | An empty application with default plugins
`empty` | [`app/empty.rs`](./app/empty.rs) | An empty application (does nothing)
`headless` | [`app/headless.rs`](./app/headless.rs) | An application that runs without default plugins
`logs` | [`app/logs.rs`](./app/logs.rs) | Illustrate how to use generate log output
`plugin_group` | [`app/plugin_group.rs`](./app/plugin_group.rs) | Demonstrates the creation and registration of a custom plugin group
`plugin` | [`app/plugin.rs`](./app/plugin.rs) | Demonstrates the creation and registration of a custom plugin
`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
`thread_pool_resources` | [`app/thread_pool_resources.rs`](./app/thread_pool_resources.rs) | Creates and customizes the internal thread pool
`tracing` | [`app/tracing.rs`](./app/tracing.rs) | Demonstrates `trace` feature output. Run with `RUST_LOG=info cargo run --example tracing --features trace` and then open the `trace-1234.json` file (where 1234 is a time since the beginning of the epoch) in `chrome://tracing` in Chrome.
## Assets
@ -103,8 +113,8 @@ Example | File | Description
Example | File | Description
--- | --- | ---
`event` | [`ecs/event.rs`](./ecs/event.rs) | Illustrates event creation, activation, and reception
`ecs_guide` | [`ecs/ecs_guide.rs`](./ecs/ecs_guide.rs) | Full guide to Bevy's ECS
`event` | [`ecs/event.rs`](./ecs/event.rs) | Illustrates event creation, activation, and reception
`hierarchy` | [`ecs/hierarchy.rs`](./ecs/hierarchy.rs) | Creates a hierarchy of parents and children entities
`parallel_query` | [`ecs/parallel_query.rs`](./ecs/parallel_query.rs) | Illustrates parallel queries with `ParallelIterator`
`startup_system` | [`ecs/startup_system.rs`](./ecs/startup_system.rs) | Demonstrates a startup system (one that runs once when the app starts up)
@ -120,21 +130,21 @@ Example | File | Description
Example | File | Description
--- | --- | ---
`char_input_events` | [`input/char_input_events.rs`](./input/char_input_events.rs) | Prints out all chars as they are inputted.
`gamepad_input` | [`input/gamepad_input.rs`](./input/gamepad_input.rs) | Shows handling of gamepad input, connections, and disconnections
`gamepad_input_events` | [`input/gamepad_input_events.rs`](./input/gamepad_input_events.rs) | Iterates and prints gamepad input and connection events
`mouse_input` | [`input/mouse_input.rs`](./input/mouse_input.rs) | Demonstrates handling a mouse button press/release
`mouse_input_events` | [`input/mouse_input_events.rs`](./input/mouse_input_events.rs) | Prints out all mouse events (buttons, movement, etc.)
`keyboard_input` | [`input/keyboard_input.rs`](./input/keyboard_input.rs) | Demonstrates handling a key press/release
`gamepad_input` | [`input/gamepad_input.rs`](./input/gamepad_input.rs) | Shows handling of gamepad input, connections, and disconnections
`keyboard_input_events` | [`input/keyboard_input_events.rs`](./input/keyboard_input_events.rs) | Prints out all keyboard events
`touch_input` | [`input/touch_input.rs`](./input/touch_input.rs) | Displays touch presses, releases, and cancels
`keyboard_input` | [`input/keyboard_input.rs`](./input/keyboard_input.rs) | Demonstrates handling a key press/release
`mouse_input_events` | [`input/mouse_input_events.rs`](./input/mouse_input_events.rs) | Prints out all mouse events (buttons, movement, etc.)
`mouse_input` | [`input/mouse_input.rs`](./input/mouse_input.rs) | Demonstrates handling a mouse button press/release
`touch_input_events` | [`input/touch_input_events.rs`](./input/touch_input_input_events.rs) | Prints out all touch inputs
`touch_input` | [`input/touch_input.rs`](./input/touch_input.rs) | Displays touch presses, releases, and cancels
## Scene
Example | File | Description
--- | --- | ---
`scene` | [`scene/scene.rs`](./scene/scene.rs) | Demonstrates loading from and saving scenes to files
`properties` | [`scene/properties.rs`](./scene/properties.rs) | Demonstrates Properties (similar to reflections in other languages) in Bevy
`scene` | [`scene/scene.rs`](./scene/scene.rs) | Demonstrates loading from and saving scenes to files
## Shaders
@ -144,13 +154,20 @@ Example | File | Description
`shader_custom_material` | [`shader/shader_custom_material.rs`](./shader/shader_custom_material.rs) | Illustrates creating a custom material and a shader that uses it
`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)
## Tools
Example | File | Description
--- | --- | ---
`bevymark` | [`tools/bevymark.rs`](./tools/bevymark.rs) | A heavy workload to use to see how far Bevy can push your system
## UI (User Interface)
Example | File | Description
--- | --- | ---
`button` | [`ui/button.rs`](./ui/button.rs) | Illustrates creating and updating a button
`text` | [`ui/text.rs`](./ui/text.rs) | Illustrates creating and updating text
`font_atlas_debug` | [`ui/font_atlas_debug.rs`](./ui/font_atlas_debug.rs) | Illustrates how FontAtlases are populated (used to optimize text rendering internally)
`text_debug` | [`ui/text_debug.rs`](./ui/text_debug.rs) | An example for debugging text layout
`text` | [`ui/text.rs`](./ui/text.rs) | Illustrates creating and updating text
`ui` | [`ui/ui.rs`](./ui/ui.rs) | Illustrates various features of Bevy UI
## Window
@ -161,83 +178,7 @@ Example | File | Description
`multiple_windows` | [`window/multiple_windows.rs`](./window/multiple_windows.rs) | Creates two windows and cameras viewing the same mesh
`window_settings` | [`window/window_settings.rs`](./window/window_settings.rs) | Demonstrates customizing default window settings
## WASM
#### Setup
```sh
rustup target add wasm32-unknown-unknown
cargo install wasm-bindgen-cli
```
#### Build & Run
Following is an example for `headless_wasm`. For other examples in wasm/ directory,
change the `headless_wasm` in the following commands **and edit** `examples/wasm/index.html`
to point to the correct `.js` file.
```sh
cargo build --example headless_wasm --target wasm32-unknown-unknown --no-default-features
wasm-bindgen --out-dir examples/wasm/target --target web target/wasm32-unknown-unknown/debug/examples/headless_wasm.wasm
```
Then serve `examples/wasm` dir to browser. i.e.
```sh
basic-http-server examples/wasm
```
Example | File | Description
--- | --- | ---
`hello_wasm` | [`wasm/hello_wasm.rs`](./wasm/hello_wasm.rs) | Runs a minimal example that logs "hello world" to the browser's console
`headless_wasm` | [`wasm/headless_wasm.rs`](./wasm/headless_wasm.rs) | Sets up a schedule runner and continually logs a counter to the browser's console
`assets_wasm` | [`wasm/assets_wasm.rs`](./wasm/assets_wasm.rs) | Demonstrates how to load assets from wasm
`winit_wasm` | [`wasm/winit_wasm.rs`](./wasm/winit_wasm.rs) | Logs user input to the browser's console. Requires the `bevy_winit` features
## iOS
#### Setup
```sh
rustup target add aarch64-apple-ios x86_64-apple-ios
cargo install cargo-lipo
```
#### Build & Run
Using bash:
```sh
cd examples/ios
make run
```
In an ideal world, this will boot up, install and run the app for the first
iOS simulator in your `xcrun simctl devices list`. If this fails, you can
specify the simulator device UUID via:
```sh
DEVICE_ID=${YOUR_DEVICE_ID} make run
```
If you'd like to see xcode do stuff, you can run
```sh
open bevy_ios_example.xcodeproj/
```
which will open xcode. You then must push the zoom zoom play button and wait
for the magic.
The Xcode build GUI will by default build the rust library for both
`x86_64-apple-ios`, and `aarch64-apple-ios` which may take a while. If you'd
like speed this up, you update the `IOS_TARGETS` User-Defined environment
variable in the "`cargo_ios` target" to be either `x86_64-apple-ios` or
`aarch64-applo-ios` depending on your goal.
Note: if you update this variable in Xcode, it will also change the default
used for the `Makefile`.
# Platform-Specific Examples
## Android
@ -284,3 +225,80 @@ To use a different API, the following fields must be updated in Cargo.toml:
target_sdk_version = >>API<<
min_sdk_version = >>API or less<<
```
## iOS
#### Setup
```sh
rustup target add aarch64-apple-ios x86_64-apple-ios
cargo install cargo-lipo
```
#### Build & Run
Using bash:
```sh
cd examples/ios
make run
```
In an ideal world, this will boot up, install and run the app for the first
iOS simulator in your `xcrun simctl devices list`. If this fails, you can
specify the simulator device UUID via:
```sh
DEVICE_ID=${YOUR_DEVICE_ID} make run
```
If you'd like to see xcode do stuff, you can run
```sh
open bevy_ios_example.xcodeproj/
```
which will open xcode. You then must push the zoom zoom play button and wait
for the magic.
The Xcode build GUI will by default build the rust library for both
`x86_64-apple-ios`, and `aarch64-apple-ios` which may take a while. If you'd
like speed this up, you update the `IOS_TARGETS` User-Defined environment
variable in the "`cargo_ios` target" to be either `x86_64-apple-ios` or
`aarch64-applo-ios` depending on your goal.
Note: if you update this variable in Xcode, it will also change the default
used for the `Makefile`.
## WASM
#### Setup
```sh
rustup target add wasm32-unknown-unknown
cargo install wasm-bindgen-cli
```
#### Build & Run
Following is an example for `headless_wasm`. For other examples in wasm/ directory,
change the `headless_wasm` in the following commands **and edit** `examples/wasm/index.html`
to point to the correct `.js` file.
```sh
cargo build --example headless_wasm --target wasm32-unknown-unknown --no-default-features
wasm-bindgen --out-dir examples/wasm/target --target web target/wasm32-unknown-unknown/debug/examples/headless_wasm.wasm
```
Then serve `examples/wasm` dir to browser. i.e.
```sh
basic-http-server examples/wasm
```
Example | File | Description
--- | --- | ---
`hello_wasm` | [`wasm/hello_wasm.rs`](./wasm/hello_wasm.rs) | Runs a minimal example that logs "hello world" to the browser's console
`headless_wasm` | [`wasm/headless_wasm.rs`](./wasm/headless_wasm.rs) | Sets up a schedule runner and continually logs a counter to the browser's console
`assets_wasm` | [`wasm/assets_wasm.rs`](./wasm/assets_wasm.rs) | Demonstrates how to load assets from wasm
`winit_wasm` | [`wasm/winit_wasm.rs`](./wasm/winit_wasm.rs) | Logs user input to the browser's console. Requires the `bevy_winit` features