This Week in Bevy

What happened this week in the Bevy Engine ecosystem

Links

Feronia, Firefly, and Finite Reach

2025-12-01

This week brings a wesl dependency upgrade, and some changes to support the Processing effort.

The DebugName struct also received a new Debug implementation to make it less noisy, some items were made public to better support custom prepasses, and Solari's world cache moved forward.

Showcase

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

tooltips

Recursive Tooltips

showcase

Recursive tooltip implementation for this space game. Hovering over the text highlights relevant information in the UI.

console

Console UI

showcase

A little console package that can open with `. It has autocomplete and a REPL

bevy_ui

From egui to bevy_ui

showcase

A port from egui to bevy_ui. In this author's own words:

Conclusion: bevy_ui is much more modular and customizable than egui. bevy_ui is already usable, but for now you should expect that you will need to create your own UI widgets or reuse couple of bevy_feather ones.

on demand pixel quantizer

PIxel Quantization

showcase

On demand pixel quantization based on videos from aarthificial

bevy_feronia

bevy_feronia foliage

showcase

Recently bevy_feronia started using a compute shader to populate the grass instance buffers instead of copying from the game world to the render world every frame and this opened the door to some huge gains.

firefly

2d Lighting with Normal Maps

showcase

Work towards normal maps impacting lighting in Firefly.

rapid fire

Rapid Fire!

showcase

Rapid fire controls added to this physics multiplayer sandbox.

sdf collisions

SDF Collisions

showcase

Custom SDF-based collisions for a future N/N+/N++ clone. The visuals are from bevy-vector-shapes and the SDFs are just used for collision

animation

Animated Fauna

showcase

First animations for this glowy fauna environment

move and slide

Avian: Move and Slide

showcase

Avian received a built-in move-and-slide implementation this week. collide-and-slide is an important algorithm for kinematic character controllers originally described in this paper (PDF). The Avian implementation includes a robust multi-plane velocity solver and depenetration.

computronium

Maiu Online

showcase

Ability systems work for Maiu Online, an MMORPG, including skill mechanics and vfx.

computronium

Computronium

showcase

Computronium is an automation game like Factorio or Satisfactory with an emphasis on computer hardware and networks. Recent updates include:

  • Replicated build preview
  • Player character with animations
  • Advanced snapping
  • Basic in-game network connections
  • Rack Mk2
  • Console
  • Player ping system
physball

Physball

showcase

Physball is a game is about rolling a ball around, solving various physics-based puzzles. The game takes inspiration from Portal and Tron, and is playable online at physball.app

pve rts

Finite Reach

showcase

Finite Reach is a Player-versus-Environment Real Time Strategy game created for a game jam in 3 days.

JARL

JARL in-game console

showcase

An in-game console powered by the Command pattern.

solari

Solari Update

showcase

A Solari demo from the work in this PR.

surf map

Surf Map

showcase

The name "surf" comes from Counter-Strike surfing which takes advantage of physics glitches to float in an unnatural way along inclined planes, gaining significant speed.

This is a surf map for a character controller in Bevy.

Crates

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

bevy_volumetric_clouds

bevy-volumetric-clouds

crate_release

Volumetric clouds in Bevy based on Horizon Zero Dawn

firefly

bevy_firefly

crate_release

bevy_firefly is a 2d lighting crate for bevy with very minimal setup and some pretty fancy features!

Notably bevy_firefly is only compatible with Bevy 0.16 as of this release.

bevy_meshopt

crate_release

A small wrapper around meshopt with a trait extension for Mesh with future plans to implement it on your own mesh storages by providing a &mut Vec<u32>/&mut Vec<[f32; 3]> kind of accessor.

normals

bevy_show_prepass

crate_release

A Bevy plugin to visualize depth, normal and motion vector prepasses.

Including a web demo

chunky bevy

chunky-bevy

crate_release

A chunk management system for Bevy game engine, perfect for voxel games, procedural worlds, and any application that needs spatial partitioning.

bevy_geo_tiles

bevy_geo_tiles

crate_release

bevy_geo_tiles is a bevy plugin for displaying slippy-map tiles like OpenStreetMap in bevy.

Features:

  • OSM/TMS tile loading as bevy sprites
  • WGS84 <-> Web Mercator <-> Bevy world coordinate conversion
  • Floating/local origin to avoid f32 precision issues
  • Disk caching + background tile loading thread
  • Optional markers, polylines and polygons
bevy_blockout

bevy_blockout

crate_release

Updated color handling for bevy_blockout, a triplanar blockout material. Its a material extension, so you get access to all of the StandardMaterial features as well.

The texture uses 1 block as 1 meter, and the small grid is 0.1 meters each, so can be used in development to get a closer estimation of the size of elements.

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

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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