Introduction
Chapter Overview
List of Bevy Builtins
1.
Bevy Tutorials
1.1.
Guided Tour
2.
Bevy Setup Tips
2.1.
Getting Started
2.2.
Using bleeding-edge Bevy (main)
2.3.
Text Editor / IDE
2.3.1.
Visual Studio Code
2.3.2.
JetBrains (IntelliJ, CLion)
2.3.3.
Kakoune
2.3.4.
Vim
2.3.5.
Emacs
2.4.
Customizing Bevy (features, modularity)
2.5.
Community Plugin Ecosystem
2.6.
Dev Tools and Editors for Bevy
3.
Common Pitfalls
3.1.
Strange compile errors from Bevy or dependencies
3.2.
Slow Performance
3.3.
Error adding function as system
3.4.
3D objects not displaying
3.5.
Borrow multiple fields from struct
3.6.
Jittering Time (choppy movement/animation)
3.7.
Textures/Images are flipped
4.
Bevy Programming Framework
4.1.
Intro to ECS
4.2.
Intro: Your Data
4.3.
Intro: Your Code
4.4.
The App
4.5.
Systems
4.6.
Resources
4.7.
Entities, Components, Bundles
4.8.
Queries
4.9.
Commands
4.10.
Events
4.11.
Local Resources
4.12.
Exclusive Systems
4.13.
Direct ECS World Access
4.14.
Schedules
4.15.
System Order of Execution
4.16.
Run Criteria
4.17.
System Sets
4.18.
States
4.19.
Plugins
4.20.
Change Detection
4.21.
System Piping
4.22.
ParamSet
4.23.
Non-Send
5.
General Game Engine Features
5.1.
Coordinate System
5.2.
Transforms
5.3.
Visibility
5.4.
Cameras
5.5.
HDR, Tonemapping, Bloom
5.6.
Time and Timers
5.7.
Logging, Console Messages
5.8.
Parent/Child Hierarchies
5.9.
Fixed Timestep
5.10.
Audio
6.
Asset Management
6.1.
Handles
6.2.
Load Assets from Files
6.3.
Access the Asset Data
6.4.
React to Changes with Asset Events
6.5.
Track Loading Progress
6.6.
Hot-Reloading Assets
7.
Input Handling
7.1.
Keyboard
7.2.
Mouse
7.3.
Text / Character
7.4.
Gamepad (Controller, Joystick)
7.5.
Touchscreen
7.6.
Drag-and-Drop (Files)
8.
Window Management
8.1.
Window Properties
8.2.
Change the Background Color
8.3.
Grab/Capture the Mouse Cursor
8.4.
Set the Window Icon
9.
Working with 2D
9.1.
2D Camera Setup
9.2.
Sprites and Atlases
10.
Working with 3D
10.1.
3D Camera Setup
10.2.
3D Models and Scenes (GLTF)
11.
[WIP] Bevy Render (GPU) Framework
11.1.
Render Architecture Overview
11.2.
Render Stages
12.
Programming Patterns
12.1.
Generic Systems
12.2.
Component Storage (Table/Sparse-Set)
12.3.
Manual Event Clearing
12.4.
Writing Tests for Systems
13.
Bevy Cookbook
13.1.
Show Framerate in Console
13.2.
Convert cursor to world coordinates
13.3.
Custom Camera Projection
13.4.
Pan+Orbit Camera
13.5.
List All Resource Types
14.
Bevy on Different Platforms
14.1.
Linux Desktop
14.2.
macOS Desktop
14.3.
Windows Desktop
14.4.
Browser (WebAssembly)
14.4.1.
Panic Messages
14.4.2.
Optimize for Size
14.4.3.
Hosting on GitHub Pages
14.5.
Cross-Compilation
14.5.1.
From Linux to Windows
14.5.2.
From macOS to Windows
15.
Appendix: General Concepts
Credits
Contact Me
Contribute to Bevy
Contribute to this Book
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Window Management
This chapter covers topics related to working with the application's OS window.