Introduction
Chapter Overview
New to Bevy? Guided Tutorial!
List of Bevy Builtins
1.
Bevy Setup Tips
1.1.
Getting Started
1.2.
Using bleeding-edge Bevy (main)
1.3.
Text Editor / IDE
1.4.
Dev Tools and Editors for Bevy
1.5.
Community Plugin Ecosystem
1.6.
Customizing Bevy (features, modularity)
2.
Common Pitfalls
2.1.
Strange compile errors from Bevy or dependencies
2.2.
Slow Performance
2.3.
Error adding function as system
2.4.
2D objects not displaying
2.5.
3D objects not displaying
2.6.
Borrow multiple fields from struct
2.7.
Jittering Time (choppy movement/animation)
2.8.
Textures/Images are flipped
3.
Bevy Programming Framework
3.1.
Intro to ECS
3.2.
Intro: Your Data
3.3.
Intro: Your Code
3.4.
The App
3.5.
Systems
3.6.
Resources
3.7.
Entities, Components, Bundles
3.8.
Queries
3.9.
Commands
3.10.
Events
3.11.
Local Resources
3.12.
Exclusive Systems
3.13.
Direct ECS World Access
3.14.
Schedules
3.15.
System Order of Execution
3.16.
Run Criteria
3.17.
System Sets
3.18.
States
3.19.
Plugins
3.20.
Change Detection
3.21.
System Piping
3.22.
ParamSet
3.23.
Non-Send
4.
General Game Engine Features
4.1.
Coordinate System
4.2.
Transforms
4.3.
Visibility
4.4.
Cameras
4.5.
HDR, Tonemapping, Bloom
4.6.
Time and Timers
4.7.
Logging, Console Messages
4.8.
Parent/Child Hierarchies
4.9.
Fixed Timestep
4.10.
Audio
5.
Asset Management
5.1.
Handles
5.2.
Load Assets from Files
5.3.
Access the Asset Data
5.4.
React to Changes with Asset Events
5.5.
Track Loading Progress
5.6.
Hot-Reloading Assets
6.
Input Handling
6.1.
Keyboard
6.2.
Mouse
6.3.
Text / Character
6.4.
Gamepad (Controller, Joystick)
6.5.
Touchscreen
6.6.
Drag-and-Drop (Files)
6.7.
MIDI (Musical Instrument)
7.
Window Management
7.1.
[WIP] Window Properties
7.2.
Change the Background Color
7.3.
Grab/Capture the Mouse Cursor
7.4.
Set the Window Icon
8.
Working with 2D
8.1.
[WIP] 2D Camera Setup
8.2.
[WIP] Sprites and Atlases
9.
Working with 3D
9.1.
[WIP] 3D Camera Setup
9.2.
3D Models and Scenes (GLTF)
10.
[WIP] Bevy Render (GPU) Framework
10.1.
Render Architecture Overview
10.2.
Render Stages
11.
Programming Patterns
11.1.
Generic Systems
11.2.
Component Storage (Table/Sparse-Set)
11.3.
Manual Event Clearing
11.4.
Writing Tests for Systems
12.
Bevy Cookbook
12.1.
Show Framerate in Console
12.2.
Convert cursor to world coordinates
12.3.
Custom Camera Projection
12.4.
Pan+Orbit Camera
12.5.
List All Resource Types
13.
Bevy on Different Platforms
13.1.
Linux Desktop
13.2.
macOS Desktop
13.3.
Windows Desktop
13.4.
Browser (WebAssembly)
13.4.1.
Panic Messages
13.4.2.
Optimize for Size
13.4.3.
Hosting on GitHub Pages
13.5.
Cross-Compilation
13.5.1.
From Linux to Windows
13.5.2.
From macOS to Windows
Credits
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Window Management
This chapter covers topics related to working with the application's OS window.