This Week in Bevy

What happened this week in the Bevy Engine ecosystem

Links

Issues

Entity Mapping, Cloning, Disabling, and more

2025-02-10

This Week in Bevy rendering takes even more advantage of the retained rendering world that was merged into 0.15. Scene spawning, entity cloning, and entity disabling all saw progress this week which is just more proof that the next release will be a big one yet again.

Out in the community we get a flashback to Advent of Code 2024 with Bevy-based visualizations for the puzzles, procedural audio generation for car engines, and 3d scan data being used.

The This Week in Bevy site also got an update to Leptos 0.7 in preparation for some more changes coming soon 👀

Playdate, Pirate Game Jam, and Car Controllers

2025-02-03

Last week we saw Bevy on the Game Boy Advance and this week we see it continue with the Playdate! Really amazing progress on the no_std'ization of the Bevy crates and community progress starting to support new platforms even at this early stage.

A number of games made their way to game jams and marketplaces this week, including the Pirate Software game jam and the Google Play Store.

We also see a couple of different car controller based games, one in a cartoon "get off at the right exit" style and another in a more realistic racing sim environment.

Procedural Atmospheric Scattering, no_std, and DefaultQueryFilters

2025-01-27

Three new working groups were formed this week including

  • Turtles all the way down: fixing !Send data in the ECS
  • Decoupled Rendering
  • Better release notes

Better release notes is, well, probably self explanatory while Decoupled Rendering aims to allow the decoupling of rendering from the Main Schedule. This decoupling could make it easier to have first-party frame limiting (ex: bevy_framepace) and could have benefits for async work (ex: bevy_fixed_update_task).

Entity Relationships and Contact Projective Decals

2025-01-20

Relationships are the big Bevy feature dropping into the main branch this week. one-to-many relationships to be precise.

A community decals crate was also upstreamed and the Bevy Remote Protocol methods continue to grow.

In the showcases we feature GPU collision, flowfields, player controllers, procedural generation and more. While macros feature in the crates this week as bevy-butler and bevy_registration get releases.

Fallible Commands, Directional UI Navigation, and Picking Debug

2025-01-13

Fallible commands make their entry this week which make it much easier to define different levels of behavior when a Command returns a Result::Err.

POLDERS, which we've seen in multiple showcases, also gets a Steam page this week. POLDERS is a quintessentially Dutch City Builder where the sea level rises, your dikes break, and you’ll have to fight for every piece of land against the relentless sea.

Gamepad menu navigation also gets a boost this week, with a new directional navigation example.

0.15.1, conveyor belts, and simple preferences

2025-01-06

Welcome to 2025!

Bevy 0.15.1 is out this week, with the full list of changes viewable on GitHub. 0.15.2's milestone has also been created.

no_std support is forging ahead and there's continued progress on some really interesting debugging information that I hope to see exposed via the Bevy Remote Protocol. The wider community is also showing interesting progress with demos like Avian's conveyor belts and hexx's procedural meshes.

Mesh generation, Voxels, and terminals

2024-12-30

Its the last week in Bevy before 2025 and holiday weeks are bug fixing weeks for the most part this year, but we still get some interesting new features.

Meanwhile the community keeps going with mesh generation, new voxels renderers, and more.

Personally after working with gltf extras and Blender's custom properties this week, I'm most excited about the new registry schema BRP endpoint, which could lead to more addon development!

bsn! prototypes, mixed lighting, and avian 0.2

2024-12-23

Happy Holidays! This week in Bevy we see bsn! prototypes, more provenance for change tracking, and of course, more no_std progress.

Times of Progress shows off some... progress... :laughing: and there are a number of fun shader demos like water and filters from the community.

Its also interesting to see more and more support for not just baked lighting, but mixed baked and realtime lighting. I feel like this is an underused aspect of Bevy at the moment and think I'll dive into it a bit more in the near future.

Bevy Remote Protocol, TheLightmapper, and particles

2024-12-16

The Bevy Remote Protocol is still capturing the attention of anyone with an editor available. We've now seen neovim, emacs, egui, standalone, and VSCode based inspectors using the new Bevy Remote Protocol.

Meanwhile interesting lightmapping experiments are happening with TheLightmapper/Bevy workflows, picking through portals, and more.

A number of PRs made it in this week, including really interesting reflection, curve, and event source features.

Fallible Systems, Bindless, and Immutable Components

2024-12-09

Now that Bevy 0.15 is out, the PRs that were stacking up behind the release candidate are merging at a fast pace, making this week a very exciting week. Changes that stack up like this and don't make it into a release candidate tend to be interesting features and we really do have an interesting batch.

The Bevy Remote Protocol really struck a chord and has already inspired game debugging prototypes for emacs, neovim, egui, and more.

Half of Pounce Light, the makers of Tiny Glade, gave a talk on their rendering technology at the Graphics Programming Conference titled "Rendering Tiny Glades With Entirely Too Much Ray Marching".

Bevy 0.15 Released, vaporwave shaders, and bottle flipping

2024-12-02

Bevy 0.15 is out now! Check out the release notes and the migration guide. If you want an audiovisual tour of the release, here's a YouTube video as well.

The release candidate process seems to be working well as many crates have already updated to support 0.15 although be sure to save some space to those that haven't, many ecosystem crates are maintained by people in their free time. We won't be listing all of the crates that updated so check in with your dependencies if you're looking to upgrade.

With that we've got some exciting showcases this week, including a vaporwave demo, a throwback to water bottle flipping, and exciting upcoming features for Avian physics.

Bevy on a Pico, Rhythm Engine, and Robot Rumble

2024-11-25

This week in Bevy we see the tail end of the 0.15 milestone (5 items left as of writing this issue). The release candidate process is a great improvement to Bevy releases (in my opinion) but it will be nice to see 0.15 close out, release, and new features start landing again.

The unofficial Bevy meetup had its 7th livestream which is up on YouTube and includes three talks:

  • Consoles and Beyond: Making Bevy no_std compatible
  • Proving compilers aren't hard with the Bevy Linter
  • In search of Bevy UI escape velocity

Polder building, Jarl Playtests, and Hanabi Particles

2024-11-18

This week in Bevy we see Jarl start playtesting, further progress on Polder's building mechanics, and more.

We also see the release of some interesting new particle features in Hanabi, including mesh particles and improve trails.

The CLI working group has also produced the first release of a Bevy linter, which is possibly a great addition for sharing patterns and optimizations for the community.

Vulkan Backend, IK Spiders, and holiday voxels

2024-11-11

The release candidate process continues, which means more stabilization PRs and small bug fixes this week for the most part.

wgpu 23 was released and is now merged for Bevy 0.15. Animation Blending had some blending weight changes to make the blending more reasonable to reason about.

In the community showcase this week there's multiple inverse-kinematic spiders, the holiday season is starting to rear its head, and a really interesting Vulkan backend for Bevy that I'm hoping to see more of in the future.

Grappling Hooks, Marching Cubes, and alphas

2024-11-04

Bevy's 0.15 release candidate process is well under way, which means fewer major features making it in as the release candidates stabilize and the official release gets closer.

In the meantime we've got grappling hooks, marching cubes implementations, and game jam games to cover.

We also see the alpha period start for Untold Dawn, a roleplay required text-based multiplayer game.

Bevy 0.15 release candidates are now shipping!

2024-10-28

The major feature of the issue this week is the start of Bevy 0.15's release candidate process! You can find the current rc on docs.rs and if you're getting ahead of the game you'll find up to date examples for 0.15 in the examples folder in the release-0.15 branch.

Note there is a draft migration guide for early adopters of the release candidates available on the bevy website and if you want more immediate notifications when release candidates go out, take the Notify-RC role in the Bevy Discord.

Feature PRs are a bit lighter this week, as you would expect with 0.15's release candidate process running.

Async Assets, Mesh Picking, and The Bevy Linter

2024-10-21

The first release candidate gets closer this week as it seems like the Required Components migrations are nearing their completion and various bug fixes have made their way in.

The 0.15 milestone can be viewed on GitHub and includes work like an upgrade to wgpu 23 some of which will happen over the course of the release candidates.

In the meantime we've got plenty of PRs to cover and community showcases to explore.

Animation Events, Curves, and no_std

2024-10-14

According to my notes there were over 100 PRs merged last week which represents a truly incredible effort by the community to get ready for the 0.15 release candidates.

0.15 is really shaping up to be a stellar release including Required Components, new Animation and Curve APIs, and more.

There's a whole lot to get into this week so let's start with some new rendering functionality.

Additive Blending, Required Components, and shipping games

2024-10-07

The state of Animation is looking great as we near a potential 0.15 release candidate: with additive blending landing and more PRs in the works.

This week we also see updates on a number of Bevy games in the ecosystem, a whole host of Required Components upgrades are happening, and more.

Let's start off with something that takes a bit more explanation.

Spooky Jam, Game Boy Jam, and 501c3 status

2024-09-30

The Bevy Spooky Jam is an unofficial Bevy game jam for the spooky season! It starts on October 4th and runs until October 21st. Bevy Spooky Jam is a casual game jam that the creator would like to turn into a monthly game jam if there's enough interest.

We also see a number of game-boy game jam submissions this week and a release of a new navigation mesh crate.

The Bevy Foundation is now a 501(c)(3) Public Charity!

Asteroids, Shadows, and the Entry API

2024-09-23

Welcome back to another week in Bevy!

This week we see some much needed documentation added to Assets v2, the base of generalized animations, and the ability to turn anti-aliasing on and off.

On top of that there's a new compute-shader based asteroid generator, a fragment shader-based raytracing example, and updates on a couple of games.

Rust Conf, Space Games, and UI crates

2024-09-16

Back from Rust Conf its time to catch up on another week in Bevy!

A Bevy meetup happened in-person at Rust Conf featuring Tiny Glade demos and a Q&A session from Alice, and there was a Bevy talk “Shooting Stars! Livecode a Game in 30 Minutes” presented at the conference. Videos will go out sometime in the future.

The community also responded to Bevy's 4th birthday post this week. The posts were collected in the Community Reflection on Bevy's Fourth Year post on the Bevy blog including Alice's Dream Job post and more from the community.

0.14.2, Compute Shaders, and Simulations

2024-09-09

0.14.2 is out! Including fixed for UI elements, gizmos, hue mixing, and more. See the full list over on GitHub.

Animations also get a boost this week with Animation Masks, a major part of a highly desired feature. We also see progress in the curves and picking working groups as well as some 0.14.2 UI fixes! And while we won't cover performance this week in depth, don't forget about #14673 which opportunistically used dense iteration for a 3.5x speedup in hybrid parallel iteration.

There are a number of compute shader showcases this week, including shallow water, particle life, and Nannou's new compute abstractions.

Required Components, Curves, and the Bevy CLI Working Group

2024-09-02

Welcome back to This Week in Bevy!

This week we've got some great progress on Scenes/UI work with Required Components merging, a new Bevy CLI working group, and some great progress in the Curves group.

We've also got some exciting crate releases including an official bevy_magic_light_2d crates.io release and a new Avian Pickup plugin for portal-like shenanigans.

Shader Reflection, Inverse Kinematics, and the GMTK Jam

2024-08-26

This week we see some Bevy entries for the 2024 GMTK Jam, an inverse kinematic spider, and asset-driven shaders.

There are a number of different conversations happening at any given time and this week is no different, seeing some interesting WGSL thoughts and experiments in progress as well as more conversation around FixedTimestep usage.

There was also some great conversation this week in #engine-dev around Bevy's target audience, feature set, RFC and working group processes, and more.

Custom Cursors, Picking, and Space games

2024-08-19

A PR for an implementation of Required Components went up this week. If you have crates that will be affected and are interested in the ongoing Next Generation Scene/UI work then this is an important PR to check out.

This week we see a number of quality-of-life improvements as well as great new lands like custom cursors. Other work merged this week feels like groundswell work than will make for a great 0.15 release.

We also see some interesting crates this week such as bevy_transform_interpolation which aid the use of FixedTimesteps as well as some crates that slipped from last week's issue like leafwing-input-manger 0.15.

Vello, Minecraft Settlements, and destructible planets

2024-08-12

This week we have multiple vello-related projects, some great working group progress, gizmos are seeing more usage, and more.

Bevy Jam 5 voting is finishing up within the next 24 hours. Congrats to all who participated.

Bevy's 4th Birthday happened this weekend with a great post from @cart (Bevy's creator and Project Lead). The post includes a great overview of the last year as well as a call for the community to write their own "Bevy Birthday post" and publish it. One month from now, a followup "Reflecting on Bevy's Fourth Year" rollup post will aggregate these in one place.

0.14.1, tracking change detection, and more rendering examples

2024-08-05

0.14.1 is out, Bevy Jam 5 voting is ongoing for another week, and there's plenty of submissions to showcase this week.

track_change_detection is probably my favorite merged feature this week alongside some new quality-of-life APIs, and a fantastic new example for mid-level rendering APIs. I'm a huge fan of new rendering examples because even when Bevy's rendering changes, the examples are always kept up to date as a solid resource.

We see a bunch of game jam submissions showcase'd this week. They will be mentioned in the issue if the author's chose to showcase their work but we won't be covering games in depth until after voting has closed.

Bevy Jam 5 WIPs, landmasses, and gizmos-in-practice

2024-07-29

Much of the ecosystem this week has been taking time to participate in the Bevy game jam in one way or another. By the time you're reading or watching this, Bevy Jam 5 will have closed for submissions and voting will have started. So go play some of the submissions and vote for a winner!

The Next Generation Scene/UI working group is kicking off with an almost 8k word proposal and a suitably large ensuing discussion. The overall proposal intends proposes to

Embrace the "Bevy data model" for both Scenes and UI. Fill in functionality and UX gaps where necessary.

Bevy Jam 5, Radiance Cascades, and Calculators in many ui kits

2024-07-22

Bevy Jam 5 is underway! If you haven't joined in yet you still have a whole week so head on over to Itch.io and join the jam.

We've got a whole bunch to cover this week including some exciting crate releases that, if you ask me, were motivated by Bevy Jam 5, and a number of full open source games and releases.

We'll start off as usual covering some project ongoings and merges before getting deeper into the ecosystem and even seeing a 3D editor for Mario Kart Wii tracks.

Component Hooks, Quill UI Demo, and Procedural applications

2024-07-15

This week in Bevy we've got people making use of Observers and Hooks, first games, procedural generation and animation, and more.

The #rendering channel has been talking about technology like MaterialX. We'll see number of different UI showcases including bevy_ui, text-to-speech, and Quill. While other people are implementing papers and talks including destructible stress environment systems and water simulation.

Bevy game jam 5 theme voting is underway. You can sign up to participate here on Itch.io, vote on themes in the #jam-theme-voting Discord channel, and find a team to participate with in #jam-find-a-team.

Bevy 0.14's Release, Cosmic Text, and water reflections

2024-07-08

The release candidate process has completed for the first time and Bevy 0.14 is available now on crates.io. You can check out the official release post and migration guide.

Many, many crates have already been updated so check your dependencies. For the crates section this week we'll be omitting crates whose changelog is mostly "updated to 0.14".

If you're working on upgrading and find yourself in a situation where you have multiple major versions of Bevy installed, you can run this command to figure out why and what crates still need to be bumped:

Ray Marching, Blender Workflows, and Node Graphs

2024-07-01

The release-candidate process continues as 0.14.0-rc.4 went out this week. Changes between rc.3 and rc.4 can be viewed on GitHub.

It looks like the stable release will happen this week, but to be clear there is no date set and the release will happen when it is ready and the release candidate process has run its course.

If you've been using the 0.14 release candidates, you might notice some changes to the inclusion of BackgroundColor in bundles such as the ImageBundle in the most recent release candidate. 14017 adds them back in for DX aims where they were removed before.

Water, Global Illumination, and UI toolkits

2024-06-24

As we get closer to the stable release of a lot of the ecosystem efforts are going into stabilizing and preparing crates. This is the first time we've had a release candidate cycle for Bevy so it will be interesting to see how that impacts the final release.

So far the release candidate process has been well regarded overall, resulting in bugs being found and time for third party crates to upgrade before the day of the release.

Similar to previous issues, more crates have been updated to be compatible with the release-candidate which is currently rc.3, but we don't mention them individually here. Check the releases and GitHub repos for your dependencies for updates.

Bevy 0.14-rc.2, Powerglove, and Soup!

2024-06-10

For the 0.14 release cycle, Bevy is shipping a release candidate before the official release. As such, the 0.14.0-rc.2 release candidate is available now and some crates are already starting to ship 0.14-rc compatible versions.

You can check in on the Bevy 0.14 milestone if you're running into any issues with the release candidate.

In the showcases this week, we'll see a Bevy "Powerglove", Inkscape level editing, new global illumination projects, and more.

Tiny Glade, VJ performances, and 2d lighting

2024-06-03

This week in the Bevy ecosystem we see Tiny Glade ship a Steam demo, live VJ sets powered by Bevy, screen space reflections in the deferred renderer and more.

We've also got the usual showcases and a couple really interesting crate release for 2d lighting systems and gpu particles.

Tiny Glade's Demo is out this week with the ability to build small castles and yes, you can pet the sheep. Tiny Glade uses Bevy's ECS and their own custom renderer, which they talk about a bit in this 80 level article.

Cyberpunk UI, Minecraft simulation, and volumetric destruction

2024-05-27

This week in Bevy the ecosystem is going strong as the 0.14 release creeps closer.

The fourth unofficial Bevy meetup was livestreamed on May 24th including 3 talks.

  • François gave a talk about Bevy's (and potentially your own) CI system titled Catching Rendering Regressions on all Platforms. This talk culminated in a call to test your own projects' targets, shaders, ui positioning, and more.
  • Lorenz gave a talk about building your own RenderPipelines titled Hooking into the Bevy Rendering Pipeline. It came with a wonderful GitHub repo with working code.
  • Jos gave a talk about the project they had featured in the Bevy 0.12 release notes title Recreating Townscaper using Rust & Bevy. The talk covered a lot of what you would expect from a Townscaper-influenced topic including procedural generation and more. Demo of the project is available live at geofront.nl/project/spirit.

Rumblings of 0.14, God Rays, and Depth of Field

2024-05-20

Bevy 0.14's release cycle is just getting started with the creation of the 0.14 release crew working group (discord link to working group). Alice talked a bit about the creation of the group and what its trying to do over on Mastodon).

There is now a milestone for the release that Alice covered in depth, so check it out if you're interested in what's left to do for 0.14.

In the meantime, here's what else has been happening this week.

ClearCoat, new examples, and game updates

2024-05-13

This week in Bevy there are a bunch of new examples added to the repo, new additions to the StandardMaterial, and more.

Out in the wider ecosystem, we'll see 400,000 entities on a flowfield in the showcases as well as crates for networking, ui, and signals.

On top of that there are game updates from past Bevy jams, card games and more.

Vello, Steamdecks, and procedural generation

2024-05-06

This week in Bevy we've got some project changes relating to contributing, PR review, and the formalization of working groups, new color grading and state-management features, as well as some exciting experiments and demos.

Particularly interesting on the experimental side of things is a new crate and some experimentation with Bevy/Vello integration.

Additionally I'd like to call out the VisibilityRanges, Filmic color grading, and GPU Frustum Culling PRs as being particularly well-commented with straightforward PR descriptions. They serve as great entry points into reading about their respective topics in the Bevy context.

Motion Blur, Visualizations, and beautiful renders

2024-04-29

This week in Bevy we've got new Motion Blur bundles, a few interesting new examples, and some great looking games and visualizations.

Especially exciting this week is that the Bevy Foundation has reached an exciting milestone in enabling Alice to start full-time on May 1st. This is not the end of the road in funding, rather it is the beginning of the beginning of the short-term plans outlined in the Foundation announcement and is a good sign for the beginning of what I hope is a substantial future for Bevy, in my opinion.

If you want to see Bevy succeed, like I do, and can afford to: You can donate to Bevy today.

Ludum Dare, Nannou, and esp32s

2024-04-22

A whole host of exciting developments this week including a bunch of Ludum Dare entries, progress on Nannou's Bevy rewrite, and Bevy running on an ESP32 microcontroller.

There are a bunch of games written in Bevy that were submitted to Ludum Dare 55. Game jams are always a great show so we cover those that promoted their games in the showcases this week.

Nannou, the Rust creative-coding framework is making great progress on their Bevy plugin rework. We dive into some of the recent work in the relevant showcase later in this issue.

New Meshes, New Examples, and Compute Shaders

2024-04-15

This week in Bevy we've got some new meshes, new gizmos, and a couple of great new examples in the Bevy repo.

We've also got the first of the ludum dare participants showing off what they've been working on and some really deep dives in the educational section.

bevy_utils has a tracking issue to either remove or reduce the crate. #12772 makes progress towards this goal. The overarching effort here is largely refactoring and moving code, so can be a great introduction to the codebase for newer contributors.

Bevy 0.13.2, Curves, Gizmos, and Games

2024-04-08

Bevy 0.13.2 is out with some bugfixes for the 0.13 release cycle. The full milestone is available on GitHub.

bevy_math got a new Tetrahedron primitive and the Annulus added last week got its meshing implemetation which means it can be added to the 2d shapes example.

The close_on_esc system, which is a helper utility Bevy offers to allow closing the application when Escape is pressed, was moved into the growing set of features in bevy_dev_tools.

2d Lighting, Particle Systems, Meshlets, and more

2024-04-01

Welcome to another week in the Bevy ecosystem!

This week we've got a number of 2d lighting examples, deep dives into GPU particles and bevy_ecs, as well as dialogue systems, and some exciting new Bevy merges.

Have you ever had trouble reading type errors? Argus is a trait debugger for Rust that was released this week, with first-class VSCode integration. Give it a try and see if it helps you identify system errors in your next Bevy App.

Dev tools can be more than a grab bag

2024-03-25

Dev tools can be more than a grab bag of "things that developers find useful": there are real commonalities and patterns!

Alice

Bevy 0.13.1 is out now with fixes for globals in vertex shaders, and more.

I'm in London this week to give a talk on Bevy at RustNation UK. My talk centers on the Rusty ergonomics that Bevy applies to empower people to build games, so when I saw RFC 77 - dev-tools-abstraction I knew I had to read it.

Foundations, Meetups, and more Bevy Cheatbook updates

2024-03-18

Welcome to another week in the Bevy ecosystem!

This week the Bevy Foundation was announced and several talks were given at the second unofficial Bevy Meetup.

If you're interested in some of the deeper magic, bevy_ptr got some great new docs this week and the computational complexity of different input detection methods is now documented. bevy_dev_tools started getting code filled in with the FpsOverlayPlugin and Gizmos also grew with the addition of 3d grids and line joints.

Animation Graphs, Cheatbooks, and Googly Eyes

2024-03-11

Welcome to another week in the Bevy ecosystem!

This week we've got some new work on animation graphs, a lot of Bevy Cheatbook updates, and a new bevy_dev_tools crate.

A few new crates have also been published, including an interesting path recording crate.

Bevy Color, Gizmos, and 7drl

2024-03-04

Welcome to another week in the Bevy ecosystem!

This week we've got the new bevy_color crate, a few new gizmos, and a number of people started participating in the 7 day roguelike challenge game jam.

We also cover some updates to the Lighting system that happened in 0.13 and how you might want to update your app.

Bevy 0.13 out now!

2024-02-26

Welcome to another week in the Bevy ecosystem!

This week we've got the Bevy 0.13 release! That means a whole lot of crate releases that upgrade compatibility.

Don't forget to check out the official release notes which include in-depth guides for migrating as well as dives into some of the amazing new features like Lightmaps, Irradiance Volumes, and the new primitive shapes!