Bevy 0.5: data oriented game engine built in Rust

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  • bevy

    A refreshingly simple data-driven game engine built in Rust

    Yep, marker components is a much more feasible pattern now, and I tend to prefer tiny, granular components when writing Bevy apps as a result.

    The only drawback to this design is that you can't add / remove components instantly[0], and instead need to wait for the next "hard sync point" at the end of the stage.


  • RG3D

    3D and 2D game engine written in Rust [Moved to:]

  • InfluxDB

    Build time-series-based applications quickly and at scale.. InfluxDB is the Time Series Data Platform where developers build real-time applications for analytics, IoT and cloud-native services in less time with less code.

  • StationIapetus

    3rd person shooter in the very early development phase

  • wgpu-rs

    Rust bindings to wgpu native library

    We let wgpu handle our graphics backend abstraction, so our OpenGL support will come whenever they implement and release it. Currently, it seems to be a WIP.

  • bevy_prototype_lyon

    Draw 2D shapes in Bevy

  • bevy_spine

    Spine runtime for bevy, prototype

    Thanks for chiming in :) Animation is a common request, and definitely still not-very-usable.

    Thanks to the work of lassade, our resident animation expert, I expect we should have basic animation in place for 0.6. For skeletal animation in particular, they've been prototyping with a crate of their own [0] to hook into Bevy that seems like an excellent proof-of-concept.


  • bevy-website

    The source files for the official Bevy website

    If you can't get to the web site, you can view the release announcement in the Bevy projects' web site Github repo:

  • Zigi

    Workflow assistant built for devs & their teams. Automate the mundane part of your day, with live actionable messages for your GitHub & Jira tasks.

  • fonts-of-power

    The video game for Fonts of Power. A tabletop roleplaying game made in Rust with Bevy!

    Source-available for now, we're still sorting out the exact licensing strategy.

    The Bevy code itself isn't very impressive at all yet; most of the work at the moment is on improving the engine and solving some of the remaining design challenges.

    We're currently blocked on "clone-able entities" (and ideally "indexes"), and I'm working on an RFC for each of those.


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