Draft:Bevy (game engine)
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This article, Draft:Bevy (game engine), has recently been created via the Articles for creation process. Please check to see if the reviewer has accidentally left this template after accepting the draft and take appropriate action as necessary.
Reviewer tools: Preload talk Inform author |
This article, Draft:Bevy (game engine), has recently been created via the Articles for creation process. Please check to see if the reviewer has accidentally left this template after accepting the draft and take appropriate action as necessary.
Reviewer tools: Preload talk Inform author |
- File:Symbol opinion vote.svg Comment: GitHub links are not reliable sources. Rambley (talk) 20:32, 17 June 2025 (UTC)
- File:Symbol opinion vote.svg Comment: Two sources are from the game engine itself, while the other one is from a graphics library. Please find scholary sources or reliable news coverage prior to resubmitting. Tavantius (talk) 16:24, 1 October 2024 (UTC)
| Bevy Engine | |
|---|---|
| Original author | Carter Anderson |
| Initial release | 10 August 2020[1] |
| Stable release | v0.17.0
/ 30 September 2025 |
| Repository |
|
| Written in | Rust |
| Engine | |
| Platform | Android, iOS, Linux, macOS, Windows |
| Type | Game engine |
| License | MIT and Apache 2.0 (dual-licensed) |
Bevy is a cross-platform, free and open-source game engine written in the Rust programming language. It was initially developed by Carter Anderson before the public release of Bevy 0.1 in August 2020, when contributions were opened up to the public. The engine features a data driven design based around an Entity component system, a 2D and 3D renderer and support for desktop and mobile platforms. The engine's source code is available on GitHub under the MIT and Apache 2.0 license.[1]
Features
[edit | edit source]Entity Component System
[edit | edit source]The foundation of the Bevy Engine is its Entity component system. Objects in the game world are represented as entities, which are collections of components. In Bevy, any Rust data type that implements the Component trait can be used as a component. Systems operate on those entities and components to define the behavior of the game.[2] In Bevy, systems are normal Rust functions where all arguments implement the SystemParam trait.[3]
Bevy also includes resources which contain global state that is independent from any entity.[4] Larger data structures such as images or 3D models are stored as assets.[5]
Rendering
[edit | edit source]Bevy uses wgpu as its graphics backend which enables support for the Vulkan, Metal, DirectX, OpenGL ES, WebGL and WebGPU graphics APIs.[6][7]
Bevy includes support for several modern rendering features such as physically based rendering, normal mapping, parallax mapping, shadow mapping, image-based lighting, temporal anti-aliasing, screen space ambient occlusion, a high dynamic range pipeline with post processing effects such as bloom, image sharpening and fast approximate anti-aliasing. It also supports skeletal- and morph target animation.[8]
The render graph can be extended through plugins with additional render passes, custom materials and shaders as well as post-processing effects.[9]
Supported platforms
[edit | edit source]Bevy can be compiled to run on all major desktop platforms Windows, macOS and Linux. It also has support for the mobile operating systems iOS and Android. When compiled to WebAssembly, Bevy can also run in the Browser using either the WebGL or WebGPU graphics API.[10] Bevy has partial support for embedded systems which don't have access to Rust's standard library.[2]
Community and Usage
[edit | edit source]As of June 2025, the most notable game made with Bevy is Tiny Glade, which was released on Steam on 23 September 2024.[11] The game uses Bevy for its ECS, but has its own custom-made renderer.[12]
The engine is also used by the company Foresight Spatial Labs for building CAD applications for the mining industry.[13]
The community curated newsletter This Week in Bevy[14] tracks the development of the engine, community-developed plugins and games.
Reception
[edit | edit source]The engine has been praised for its extensibility and the ease of use of its Entity component system. It has also been criticised for sparse documentation and lack of an editor.[15]
References
[edit | edit source]- ^ a b Lua error in Module:Citation/CS1/Configuration at line 2172: attempt to index field '?' (a nil value).
- ^ a b Lua error in Module:Citation/CS1/Configuration at line 2172: attempt to index field '?' (a nil value).
- ^ Lua error in Module:Citation/CS1/Configuration at line 2172: attempt to index field '?' (a nil value).
- ^ Lua error in Module:Citation/CS1/Configuration at line 2172: attempt to index field '?' (a nil value).
- ^ Lua error in Module:Citation/CS1/Configuration at line 2172: attempt to index field '?' (a nil value).
- ^ Lua error in Module:Citation/CS1/Configuration at line 2172: attempt to index field '?' (a nil value).
- ^ Lua error in Module:Citation/CS1/Configuration at line 2172: attempt to index field '?' (a nil value).
- ^ Lua error in Module:Citation/CS1/Configuration at line 2172: attempt to index field '?' (a nil value).
- ^ Lua error in Module:Citation/CS1/Configuration at line 2172: attempt to index field '?' (a nil value).
- ^ Lua error in Module:Citation/CS1/Configuration at line 2172: attempt to index field '?' (a nil value).
- ^ Lua error in Module:Citation/CS1/Configuration at line 2172: attempt to index field '?' (a nil value).
- ^ Lua error in Module:Citation/CS1/Configuration at line 2172: attempt to index field '?' (a nil value).
- ^ Lua error in Module:Citation/CS1/Configuration at line 2172: attempt to index field '?' (a nil value).
- ^ Lua error in Module:Citation/CS1/Configuration at line 2172: attempt to index field '?' (a nil value).
- ^ Lua error in Module:Citation/CS1/Configuration at line 2172: attempt to index field '?' (a nil value).
External links
[edit | edit source]