jbuehler23/jackdaw
jbuehler23/jackdaw has 612 GitHub stars and 80 forks. GitHot measured 0 stars in 24 hours. Last checked 2026-11-15 11:27 UTC. Last push 2026-11-11.
できること
- Brush-based geometry draw, edit, and CSG-combine concave brushes with vertex/edge/face editing modes
- Material system VERY wip - texture browser, material definitions with ORM auto-detection, per-face application
- Terrain heightmap sculpting and texture painting, very WIP :)
- Scene serialization save/load scenes in the .bsn format with full asset references. Older .jsn scenes are migrated on open.
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- 24時間
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- 7日間
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- 15日間
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- 1か月
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期間ごとの純増数です。期間は重複しており、日別の値ではありません。未計測の値は空欄です。スター数は注目度の指標であり、品質の保証ではありません。
概要
A Bevy scene editor with hierarchy, inspector, and 3D viewport, and much more!
制作・メディアREADME.md
オリジナル
Jackdaw
A 3D editor built for and with Bevy. Very early in dev, expect bugs and changes!
We have also recently refactored our UX/UI to be very similar to the official Bevy Editor Figma design, to keep things consistent. Link here
From bevy_editor_prototypes repo:
https://github.com/user-attachments/assets/c8f1dc66-ef32-44c6-837b-35b7eeb01e41
https://github.com/user-attachments/assets/779af6e1-bd34-49f4-a3b4-ccd474ea2f76
https://github.com/user-attachments/assets/1e2d7cfe-601c-4af7-8dd6-a9cddc4a3c6f
https://github.com/user-attachments/assets/56834720-599e-4461-b712-fff7b85fb128
Features
- Brush-based geometry draw, edit, and CSG-combine concave brushes with vertex/edge/face editing modes
- Material system VERY wip - texture browser, material definitions with ORM auto-detection, per-face application
- Terrain heightmap sculpting and texture painting, very WIP :)
- Scene serialization save/load scenes in the
.bsnformat with full asset references. Older.jsnscenes are migrated on open. - Transform tools translate, rotate, scale with grid snapping and axis constraints
- Undo/redo full command history - some bugs atm with this
- Extensible register custom components, add inspector panels, integrate with your game
Usage
Install the latest release on Linux (x86-64) or macOS (Apple Silicon):
curl --proto '=https' --tlsv1.2 -LsSf https://github.com/jbuehler23/jackdaw/releases/latest/download/install.sh | sh
On Windows, in PowerShell:
irm https://github.com/jbuehler23/jackdaw/releases/latest/download/install.ps1 | iex
Or download an archive from Releases, or install with Cargo:
cargo install jackdaw jd --locked
Every way you need rustup and a C/C++ toolchain; jd doctor checks
them. The installation guide
covers each OS, and
Troubleshooting
covers common problems.
Open Jackdaw and use New Game or Import Bevy Project; the import preview shows every proposed change before applying it. The same flows are available from the terminal:
jd new my-game && jd open my-game # create
jd import /path/to/game # preview integration for an existing game
jd import /path/to/game --apply
jd doctor --project /path/to/game # why isn't this working?
jd upgrade /path/to/game --apply # after a Jackdaw update
Import adds jackdaw_runtime to your manifest and wires its plugin in, and
never edits your lockfile, toolchain, or target/.
Jackdaw is a standalone editor. Game applications depend only on
jackdaw_runtime. To build a custom standalone editor, depend on
jackdaw_editor:
use bevy::prelude::*;
use jackdaw_editor::prelude::*;
fn main() -> AppExit {
App::new()
.add_plugins((
DefaultPlugins.set(editor_window_plugin()),
PhysicsPlugins::default(),
JackdawEditorPlugins::default(),
))
.run()
}
Runtime extensions use the focused jackdaw_extension crate and install as
signed .jdext bundles. In precompiled/shared-SDK builds, install, update,
disable, and uninstall take effect without restarting; superseded native
mappings are reclaimed when Jackdaw exits.
To load a scene you authored into your own game, depend on jackdaw_runtime
and spawn a JackdawSceneRoot:
use bevy::prelude::*;
use jackdaw_runtime::prelude::*;
fn spawn_scene(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(JackdawSceneRoot(asset_server.load("scene.bsn")));
}
See the examples for more advanced usage.
Keyboard Shortcuts
Navigation
| Key | Action |
|---|---|
| RMB + Drag | Look around |
| WASD | Move |
| Q / E | Move up / down |
| Shift | Double speed |
| Scroll | Dolly forward / back |
| F | Focus selected |
Editing
| Key | Action |
|---|---|
| Esc / R / T | Translate / Rotate / Scale mode |
| B / C | Draw brush (add / cut) |
| 1-4 | Brush edit: Vertex / Edge / Face / Clip |
| Ctrl+D | Duplicate |
| Delete | Delete selected |
| Ctrl+Z / Ctrl+Shift+Z | Undo / Redo |
| Ctrl+S | Save scene |
For the full shortcuts reference, see the book.
Documentation
Contributing
See CONTRIBUTING.md for development setup and PR guidelines.
License
Dual-licensed under MIT or Apache-2.0, at your option.