This Week in Bevy

What happened this week in the Bevy Engine ecosystem

Links

Bevy at RustWeek

2025-05-19

Rustweek kicked off with a talk from Polders creator Jos Feenstra about what they've termed "Dionysian Rust". Roughly: the idea that because Rust is built on a really strong foundation of zero-cost abstractions, safety, etc you as an application developer are free to spend the resulting available resources in a quick-and-dirty way, knowing that Rust will support you in refactoring in the future.

Rustweek also finished the conference off with a talk from Alice Cecile about Immutable Components and how they came to be.

After the conference, Bevy participated in an Unconference for two days. There was a bunch of great cross-community collaboration between different Rust projects and the more localized Bevy room split into roughly 4 groups, including

  • The Bevy Book
  • New Usage Examples
  • A "Quickstart"
  • PR Review!

There were livestreams if you want to check out the talks before they're cut down for YouTube.

Many maintainers were at RustWeek so the amount of merged pull requests is low this week.

Showcase

Bevy work from the #showcase channel in Discord and around the internet. Use hashtag #bevyengine.

pathfinding for train tracks

Path finding for train tracks

showcase

Infinite procedural terrain with path finding for train tracks

polders

POLDERS Gameplay Trailer

showcase

POLDERS (Steam link) has a new gameplay trailer!

Bevy Inspector 0.3

Bevy Inspector v0.3 (VSCode)

showcase

0.3 brings:

  • New views dedicated to components, resources, schema registry and server management.
  • Display component and resource values with dynamic forms, depending on their reflected type.
  • Modify component and resource values.
  • Insert components to entities or add new resources.
  • Spawn, destroy or re-parent entities.
  • Publication of the extension on the Open VSX Registry.
  • Improvements to the Rust examples.
bad apple

Custom CPU ISA emulator

showcase

This custom CPU ISA emulator can now play Bad Apple

tennis racket theorem

The Dzhanibekov effect

showcase

The Dzhanibekov effect (aka tennis racket theorem) in action, simulated with Avian

black hole shader

Black Hole Shader

showcase

A black hole shader in a game that uses a port of Deep-Fold's Pixel Planet Shaders to WGSL

plantary rocks and rings

Planetary Rocks and Volumetrics

showcase

The addition of rocks and volumetrics to planetary rings. Including volumetric lights.

endgame screen

Game Over Screen

showcase

A Game Over Screen for Drexls Tower Defense.

bevy shader explorer

Bevy Shader Explorer

showcase

Updates to the "Bevy Shader Explorer" for Bevy 0.16.

gltf physics

glTF Physics

showcase

New glTF features come up all the time, from references to physics. In certain cases a subset of the functionality of a given extension can map to existing features, such as a potential glTF physics spec to Avian colliders.

This project takes the khr_implicit_shapes and KHR_physics_rigid_bodies extensions from eoineoineoin/glTF_Physics and implements a Blender-to-Bevy pipeline.

lineland

lineland

showcase

A submission to the 1-bit jam. Play as a 1D critter lost in a 2D world!

fps kinematic controller

Avian Kinematic FPS

showcase

A demo project with code and ideas from avian's 3D kinematic character example and Biped-Potato's fps tutorial to create a first person perspective to the avian 3D kinematic character example.

spacetime

Spacetime

showcase

Spacetime is an entry to the 1-bit jam.

Collect time shards from enemies or as a rare drop from asteroids to run your factory!

Crates

New releases to crates.io and substantial updates to existing projects

bevy_ratatui_camera

bevy_ratatui_camera 0.14

crate_release

bevy_ratatui_camera is a A bevy plugin for rendering your bevy app to the terminal using ratatui.

0.14 brings depth detection! Ratatui cameras can now record depth values for each character they draw, and skip drawing characters when something has already been drawn closer to the camera. This depth info can be passed to custom ratatui widgets as well, which lets you use normal ratatui widgets for things like signs, HP bars, or name tags that are supposed to exist in the game world, and that you still need properly covered by objects closer to the camera.

bevy_bundled_observers

crate_release

bevy_bundles_observers provides the observers! macro for setting observers on an entity from within a bundle. It is similar to the children! macro, but for observers!

fn coin() -> impl Bundle {
    (
        Name::new("Coin"),
        observers![|_: Trigger<OnCollect>| {
            info!("You collected a coin!");
        }],
    )
}

bevy_input_prompts 0.2

crate_release

Mappings from bevy input types to popular input prompt asset paths, like kenney's

soft_ratatui

soft_ratatui

crate_release

soft_ratatui — a pure software renderer for ratatui, with no terminal or GPU required. It’s faster than running ratatui in a terminal and supports full Unicode via cosmic-text.

bevy_gltf_animation 0.1

crate_release

bevy_gltf_animation automates building AnimationGraphs for simple glTF animation use cases. It also introduces new types like GltfAnimations intending to make it easier to play those animations.

bevy_firework

bevy_firework 0.7

crate_release

bevy_firework is a CPU-driven, batch-rendered particle system for the Bevy game engine.

bevy_animation_graphbevy_animation_graph

bevy_animation_graph 0.7

crate_release

bevy_animation_graph works as a replacement to most of bevy_animation, and aims to provide a complete animation system and development workflow including animation graphs, animation state machines (i.e. animation controllers) and a graphical editor to create your animation graphs and state machines.

0.7 brings

  • Event-track based animation synchronization: Decorate animation clips with arbitrary event tracks that get sampled in the animation graph as EventQueues. Use those event tracks as synchronization tracks in blend nodes.
  • Node creation popup: You can now click anywhere in the graph editor canvas to bring up a node creation popup.
  • Animation retargeting: You can now do some (very basic) animation retargeting by configuring bone path segments to override in animated scene files.
bevy_pathfinding

bevy_pathfinding

crate_release

bevy_pathfinding features a flowfield + boid approach to pathfinding, as well as spatial partitioning logic for optimization. Great for RTS games! The debug UI can be used to easily view and update the behavior of the system.

bevy_link_window_to_monitor

crate_release

bevy_link_window_to_monitor uses Bevy 0.16's relationships to provide a link between Windows and Monitors. So now, getting what Monitor a Window is on is as easy as querying for OnMonitor.

No devlogs this week
No Educational this week
Pull Requests Merged This Week
Contributing

Want to contribute to Bevy?

Here you can find two types of potential contribution: Pull Requests that might need review and Issues that might need to be worked on.

How do I contribute?

Pull Requests Opened this week

Issues Opened this week