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General purpose 2D lighting for the Bevy game engine.

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bevy_light_2d

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General purpose 2D lighting for the bevy game engine. Designed to be simple to use, yet expressive enough to fit a variety of needs.

Features

Usage

In the basic example, all we need is the plugin, a camera, and a light source.

# Cargo.toml
[dependencies]
bevy = "0.13"
bevy_light_2d = "0.1"
use bevy::prelude::*;
use bevy_light_2d::prelude::*;

fn main() {
    App::new()
        .add_plugins((DefaultPlugins, Light2dPlugin))
        .add_systems(Startup, setup)
        .run()
}

fn setup(mut commands: Commands) {
    commands.spawn(Camera2dBundle::default());
    
    commands.spawn(PointLight2dBundle {
        point_light: PointLight2d {
            radius: 100.0,
            intensity: 3.0,
            ..default()
        },
        ..default()
    });
}

To see an in depth example, use cargo run --example dungeon.

Web support

⚠️ Currently only WebGPU is supported. You'll need to enable the webgpu flag from Bevy.

Motiviation

When I first started experimenting with Bevy, the lack of a first party 2D lighting implementation left me wanting. While there were some rather impressive experimental 2D lighting crates out there, there wasn't much in the way of drop in options available.

My goal with this crate is to fill that void, prioritizing ease of use and general application over depth of features.

Future goals

  • Light occluders + shadows
  • Sprite lights

Bevy compatibility

bevy bevy_light_2d
0.13 0.1

Acknowledgements

I'd like to thank the authors of the below crates; they were a significant source of inspiration.

Asset credits

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  • Rust 81.8%
  • WGSL 18.2%