This Week in Bevy

What happened this week in the Bevy Engine ecosystem

Links

Wild Spikes, new games, and new examples

2025-09-01

This week we see updates from ongoing games like Wild Spikes, new visual ability editors, material previewers with substance designer, and more.

The Bevy Audio working group also put out a new bevy_seedling version.

Showcase

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

bevy substance designer preview

Bevy Material Viewer

showcase

A material viewer in Bevy meant to enable the viewer of Substance Designer materials.

visual abilities editor

Ability Editor

showcase

A visual editor for in-game abilities.

Blender, skybox, and Rapier

Test Map

showcase

A test map made in Blender, using a skybox, Rapier, and a sun light.

bachelor thesis

Bachelor Thesis

showcase

A cozy farming game made for a bachelor thesis

inverse kinematics

Procedural Animations

showcase

A unit with procedural inverse kinematic animations added to this sandbox. Its a rigid body, so you can ride it!

bee game

Bee Game

showcase

A bee game where you're a bee and you pollinate flowers

tower of terma

Tower of Terma

showcase

A new in-progress puzzle game called Tower of Terma

city building

A new City Builder

showcase

Progres on a city building mechanic and a map editor.

turn based tactics

Turn Based Tactics

showcase

A turn-based tactics game. This demo was built as a test for 3 modes of dealing damage and healing.

tsx + css

TSX + CSS

showcase

A TypeScript + CSS-like language for a TypeScript game engine built on top of Bevy

wild spikes

Wild Spikes: procedural vegetation

showcase

Poisson-disk sampling generates candidates, then a FieldGraph (EDT/SDF with gates & modifiers) bakes per-chunk+halo rasters to compute final densities.

physcial animation

Whale Animation

showcase

chained rigid bodies with Avian3d spherical joints.

bevy_firework

bevy_firework demo

showcase

Demoes for updates to bevy_firework, a CPU-driven, batch-rendered particle system. New features include textured particles, emissive color support, and more.

2d platformer splats

Monochrome 2d platformer

showcase

Splats in a monochrome 2d platformer

chladni

Chladni figures

showcase

chladni figures exploration, with a corresponding web application

replicon examples

Replicon Examples

showcase

New examples-in-progress for Replicon, including a boids example to showcase deterministic replication.

fundsp audio

fundsp audio

showcase

sound effects, generated using fundsp. The sound effect for holes uses the same easing function used for animation

untitled space farer sim

Untitled Space Farer Sim

showcase

Progress on Untitled Space Farer Sim with a minimap and quests.

gpu heightmaps

Porting from three.js to Bevy

showcase

A port from three.js, this is a GPU-manipulated heightmap at 2048x2048 pixels. A compute shader powers adding mountains to a storage buffer. the goal is to allow for sculpting layers.

hexroll

hexroll

showcase

A demo video showing off updates to hexroll including features powered by bevy_vector_shapes, avian3d, bevy_hanabi and more.

Crates

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

bevy_seedling v0.5.0

crate_release

bevy_seedling is a sprouting integration of the Firewheel audio engine for Bevy. It's powerful, flexible, and fast. You can play sounds, apply effects, and route audio anywhere.

v0.5 has gathered quite a few exciting improvements over the last few months. You can check out the full release notes here.

fn precise_fade(
    sample_player: Single<(&SampleEffects, &PlaybackSettings, &mut AudioEvents)>,
    mut volume: Query<(&VolumeNode, &mut AudioEvents), Without<SampleEffects>>,
    time: Res<Time<Audio>>,
) -> Result {
    let (effects, settings, mut settings_events) = sample_player.into_inner();
    let (volume, mut volume_events) = volume.get_effect_mut(effects)?;

    // Fade out, then stop the music.
    let fade_duration = DurationSeconds(5.0);
    volume.fade_to(Volume::SILENT, fade_duration, &mut volume_events);
    settings.stop_at(time.delay(fade_duration), &mut settings_events);

    Ok(())
}

Highlights

Precise event scheduling

You can now schedule any event in bevy_seedling down to the sample. You could use this for musical sequencing, loop regions, perfectly coordinated stingers, and more!

Example

HRTF Spatialization

Thanks to Fyrox's hrtf crate, bevy_seedling now features a pure-Rust HRTF node. HRTFs (head-related transfer functions) offer a more sophisticated and convincing simulation of spatialized audio compared to simple stereo panning.

Example

Device management and stream configuration

bevy_seedling is now far more dynamic and configurable, and recovers better from sudden device disconnections. Switching devices, sample rates, and buffer sizes on the fly is easier than ever!

Example

bevy_auto_plugin 0.5.0

crate_release

Bevy Auto Plugin provides attribute macros that automatically handle the repetitive setup usually required in Bevy plugins. Instead of manually wiring up components, resources, events, states, and systems - and remembering all their respective derives - you can declare them with concise annotations tied to a plugin.

bevy_urdf 0.4

crate_release

A Bevy plugin for importing robots from URDF files and running simulations. Ground vehicles use Rapier physics, while drones are simulated by integrating dynamics ODEs.

Bevy UI Bits

crate_release

An opinionated collection of UI components for Bevy

Bevy Enhanced Input 0.18.0

crate_release

An input manager for Bevy, inspired by Unreal Engine's Enhanced Input.

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.

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Pull Requests Opened this week

Issues Opened this week