bevy-inspector-egui VS awesome-bevy

Compare bevy-inspector-egui vs awesome-bevy and see what are their differences.

bevy-inspector-egui

Inspector plugin for the bevy game engine (by jakobhellermann)

awesome-bevy

A collection of Bevy assets, plugins, learning resources, and apps made by the community (by bevyengine)
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bevy-inspector-egui awesome-bevy
11 30
1,032 932
- 1.2%
8.5 8.7
16 days ago 7 days ago
Rust
Apache License 2.0 -
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.

bevy-inspector-egui

Posts with mentions or reviews of bevy-inspector-egui. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-04-21.
  • High Contrast Game Engines / Game Creator Tools?
    2 projects | /r/gamedev | 21 Apr 2023
    With egui and some bevy related plugins you can get pretty close to a game engine editor, obviously missing a lot of things: https://github.com/jakobhellermann/bevy-inspector-egui
  • Is bevy a good choice for a mainly UI based game?
    3 projects | /r/bevy | 7 Apr 2023
    Like /u/tarkin25 already mentioned "egui" can be integrated into bevy. Bevy Inspector Egui is a plugin that not only provides a helpful way to inspect different entities in the world, but also re-exports "egui" for use.
  • Bevy 0.10: data oriented game engine built in Rust
    5 projects | /r/gamedev | 6 Mar 2023
    Firstly, Bevy has an internal crate called bevy_reflect, and it can handle most of the things you would usually use reflection for. For example, https://github.com/jakobhellermann/bevy-inspector-egui exists which uses Bevy's internal reflect derive to make the values available via an egui-based UI. Changing simple values (like an f32, or a boolean) can be done at runtime, and if I remember correctly all you actually need to do is to add the plugin. Taking a look at the README https://github.com/bevyengine/bevy/tree/main/crates/bevy_reflect you can "patch" types with new values, iterate over struct fields, serialize + deserialize, and generally do stuff like that.
  • Scaling Bevy Development
    3 projects | /r/gamedev | 18 Jan 2023
    Yeah runtime editing is definitely a weakness at this point. An editor is definitely a part of our plans though! We'll likely break ground on it early this year. In the meantime https://github.com/jakobhellermann/bevy-inspector-egui provides some nice runtime editing / inspecting / editor-like tools.
  • Align tabs in bevy-inspector-egui?
    1 project | /r/bevy | 6 Jan 2023
    Here is the example
  • My bevy asteroids clone is looking good.
    1 project | /r/bevy | 4 Oct 2022
  • My First Impressions after Bevy Jam #2
    3 projects | /r/bevy | 30 Aug 2022
    Bevy-inspector-egui is a most have, I think this game would not have been possible without, abuse it,
  • Game engines for programmers
    5 projects | /r/gamedev | 10 Jun 2022
    What do you miss from scriptable objects that you don't get from a class that serializes to JSON? Global access (read only access shouldn't prevent this right)? The inspector (looks like egui can help there?
  • Why almost all Game Engines and Games are wrote on C++?
    6 projects | /r/gamedev | 11 May 2022
    There are also some super interesting experiments with hot reloading, both with code and on the fly value modification.
  • Bevy 0.7
    16 projects | /r/rust | 15 Apr 2022
    The one in bevy is nowhere near the requirements of a desktop application-level editor. I don't plan to involve bevy there at all. egui looks quite usable for low-level debug UI, though, especially with this crate.

awesome-bevy

Posts with mentions or reviews of awesome-bevy. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-11-04.
  • Bevy 0.12
    7 projects | news.ycombinator.com | 4 Nov 2023
    Among Bevy contributors (including myself) there is a general hesitance to invest too much time in official learning material that will be obsolete by the next release. Bevy's APIs are beginning to stabilize ... and the appetite (both from users and from Bevy devs) for official material is increasing. The time is coming (soon)!

    While you wait, there are a sizeable number of tutorials on YouTube, and we have learning material linked in https://bevyengine.org/assets/#learning as well.

  • Which project do you think is the best at showing what Bevy is capable of?
    2 projects | /r/bevy | 24 Mar 2023
    User code is the same as engine code. It's all Rust. Consequently, Bevy already has a surprisingly rich ecosystem
  • Bevy 0.10
    9 projects | /r/rust | 6 Mar 2023
    I've summarized a lot of my thoughts in this blog post, but in short: * "The Developer's Engine": most engines are built using multiple languages, with significant abstraction between "user code" and "engine code". Bevy is built with a consistent stack and data model (see the blog post I linked to for details). If you "go to definition" on a Bevy app symbol in your IDE, the underlying engine code will look the same as your app code. You can also swap out basically everything. We have a vibrant plugin ecosystem as a result. These blurred lines also make it way easier for "Bevy app developers" to make direct contributions to the engine. Bevy App developers are Bevy Engine developers, they just don't know it yet. The new Bevy renderer (in 0.6) was also built with this principle in mind. It exposes low, mid, and high level renderer apis in a way that makes it easy to "insert yourself" into the engine. * Fully embraces ECS: No popular engines are currently all-in on ECS (either they have no official support ... or they are half-in half-out). I reflect on some of the benefits we've enjoyed thanks to Bevy ECS in the blog post I linked to. Note that there is a lot of pro and anti ECS hype. Don't just blindly follow dogma and hype trains. ECS isn't one thing and Bevy ECS intentionally blurs the lines between paradigms. * Fully Free and Open Source With No Contracts: Of the popular engines, only Godot is a competitor in this space.
  • Katharos tech?!
    4 projects | /r/bevy | 16 Nov 2022
  • I'm switching from a 2D engine to a 3D one, what should I expect from Bevy?
    2 projects | /r/bevy | 15 Nov 2022
    I would recommend going to bevy's blog post(https://bevyengine.org/news/) since the update lists are the only convenient way I know it find out what features bevy actually has implemented directly. then go over to bevy assets(https://bevyengine.org/assets/) and you can see the community-made plugins to get an idea of the sorts of things people are making available to you. and finally, as a bit of self-promo, I have a youtube series called bevy basics where I got over how bevy does things, like the ECS and systems, moving into more direct use thing like getting user input you can fine it all here www.youtube.com/playlist?list=PL6uRoaCCw7GN_lJxpKS3j-KXuThRiSXc6
  • Bevy 0.9: data oriented game engine built in Rust
    4 projects | news.ycombinator.com | 12 Nov 2022
    I've summarized a lot of my thoughts in this blog post: https://bevyengine.org/news/bevys-first-birthday/#things-i-m...

    But in short (slight copy-paste of my generic Bevy pitch):

    The Developer's Engine: most engines are built using multiple languages, with significant abstraction between "user code" and "engine code". Bevy is built with a consistent stack and data model (see the blog post I linked to for details). If you "go to definition" on a Bevy app symbol in your IDE, the underlying engine code will look the same as your app code. You can also swap out basically everything. We have a vibrant plugin ecosystem (https://bevyengine.org/assets) as a result. These blurred lines also make it _way_ easier for "Bevy app developers" to make direct contributions to the engine. Bevy App developers _are_ Bevy Engine developers, they just don't know it yet. The new Bevy renderer (in 0.6) was also built with this principle in mind. It exposes low, mid, and high level renderer apis in a way that makes it easy to "insert yourself" into the engine.

    Fully embraces ECS: No popular engines are currently all-in on ECS (either they have no official support ... or they are half-in half-out). I reflect on some of the benefits we've enjoyed thanks to Bevy ECS in the blog post I linked to. Note that there is _a lot_ of pro _and_ anti ECS hype. Don't just blindly follow dogma and hype trains. ECS isn't one thing and Bevy ECS intentionally blurs the lines between paradigms.

    We can't currently compete with the "big engines" on features, but we are adding features at a rapid (and growing) pace. Bevy was released about a year and a half ago. Most popular engines have been in development for almost 20 years (Godot since 2007, Unity since 2005, Unreal since 1998), so we have plenty of "time" from my perspective.

    I'm a huge fan of Godot and used it to build my game High Hat over the course of about 4 years. I also contributed to it every once and awhile. When I was initially building Bevy, Godot's design decisions were always at the top of my mind (and they still are to this day). I love they way they do scenes (and our system draws inspiration from it). We also plan on borrowing their "dogfooding" approach to editor building (the Bevy Editor will be a normal Bevy App).

    6 projects | /r/gamedev | 12 Nov 2022
    Bevy still has functionality gaps in most areas. And we still warn developers about stability and missing features in our learning material. But many people are successfully making games with Bevy at this point. Some companies are already successfully building on Bevy for commercial projects. Our modular "everything is a Rust plugin" approach means that most gaps can be filled with 3rd party plugins, and we already have a large ecosystem of people doing that: https://bevyengine.org/assets/.
  • Godot 4 Beta 1
    4 projects | news.ycombinator.com | 15 Sep 2022
    One of the benefits of 4.0 is also the modularity of it with GDExtension. The major parts of the engine (including the physics) can be swapped with replacements without the need to recompile the entire engine. I'd usually say that is a long shot for community run projects, but even Bevy engine has community made extensions for separate physics engines.

    https://bevyengine.org/assets/#physics

    Forgetting about extensions, though, I see your point and almost agree, but Godot has shown that they will put in the work to improve their project, even if that means removing features like they did with visual scripting. Their physics engine will definitely be rough at first, but based on their past work, I believe they are willing and able to maintain it.

  • Bevy 0.8
    19 projects | /r/rust | 30 Jul 2022
    Lots of good community-developed networking plugins over in Bevy Assets
  • 3D Chess Tutorial from Bevy 0.4.0 to 0.7.0
    4 projects | /r/bevy | 20 Jun 2022
    Hi all! In the Assets tab from the Bevy official website, there is a "Making a Chess Clone in 3D" tutorial to learn Bevy written by guimcaballero. Unfortunately it was written in Bevy 0.4.0 and using bevy_mod_picking 0.3.1.

What are some alternatives?

When comparing bevy-inspector-egui and awesome-bevy you can also consider the following projects:

bevy_editor_pls - In-App editor tools for bevy applications

egui - egui: an easy-to-use immediate mode GUI in Rust that runs on both web and native

imgui-inspect - An inspector UI using imgui in Rust

wgpu-rs - Rust bindings to wgpu native library

bevy_ecs_tilemap - A tilemap rendering crate for bevy which is more ECS friendly.

bevy - A refreshingly simple data-driven game engine built in Rust

egui_inspect

bevy-kajiya - A plugin to use the kajiya renderer with bevy

egui-inspect - Trait and derive macro to easily inspect types with egui

bevy-cheatbook - Unofficial Reference Book for the Bevy Game Engine

belly - Define the Bevy UI tree with `eml!`, style it using a very-css-like `ess` syntax and relate data data with `bind!` and `connect!`

rust-analyzer - A Rust compiler front-end for IDEs [Moved to: https://github.com/rust-lang/rust-analyzer]