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📘 Normally in game engines, you define “layers” for rendering, like a layer for your scene and another layer for UI. In this case, we could do a rudimentary version of it by defining constants at the top for different layer presets and use them as the Z value when needed. For example LAYER_UI could be 3.0 so it sits on top of everything. I don’t think Bevy has a layer system implemented yet, but you can see some progress on that feature in this Github issue.
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You can find the complete game code on Github here.
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Bevy is a game engine framework used with Rust. It’s runs on wgpu, which is a Rust implementation of WebGPU, which basically means Bevy apps run not only natively — but on the web! It’s a standard low-level game engine, expect to work with an ECS system to compose your 2D or 3D scene. Bevy also has a few systems in place for things like primitive shapes, handling images/audio, and other nice utilities.