Bevy’s First Birthday: a year of open source Rust game engine development

This page summarizes the projects mentioned and recommended in the original post on /r/gamedev

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  • bevy

    A refreshingly simple data-driven game engine built in Rust

  • What kind of prototypes? I do engine prototyping basically daily and basically every feature I added to Bevy started as a prototype (I'm currently working on a new renderer). If you're talking about Bevy game prototypes, I built the Breakout example game and many of the other examples. I'll be doing "bigger" games starting this year, now that Bevy is reaching a level of maturity where this is a good use of my time. The first will likely come around the time Bevy 0.6 launches, as we plan on doing a game jam (which I will be participating in).

  • rfcs

    Suggest changes to Bevy and view accepted designs (by bevyengine)

  • You will be happy to know that better/updated documentation is planned. It was briefly mentioned as "the new Bevy Book effort" in this paragraph of the blog post and there are a ton more details in this RFC. Your participation would be more than welcome!

  • WorkOS

    The modern identity platform for B2B SaaS. The APIs are flexible and easy-to-use, supporting authentication, user identity, and complex enterprise features like SSO and SCIM provisioning.

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  • wgpu

    Cross-platform, safe, pure-rust graphics api.

  • I'd politely disagree. In most other languages, you're probably right. However, Rust's strong type system and memory safety model make it extremely hard to mess up with things like that. The direct use of pointers is barely used in Bevy itself as far as I can tell. Instead of messing with pointer offsets, most Rust programs use something called Serde. The only place I think you may be right in is the GPU interface, except for the fact that this is currently being handled externally by wgpu-rs.

  • serde

    Serialization framework for Rust

  • I'd politely disagree. In most other languages, you're probably right. However, Rust's strong type system and memory safety model make it extremely hard to mess up with things like that. The direct use of pointers is barely used in Bevy itself as far as I can tell. Instead of messing with pointer offsets, most Rust programs use something called Serde. The only place I think you may be right in is the GPU interface, except for the fact that this is currently being handled externally by wgpu-rs.

  • bevy-website

    The source files for the official Bevy website

  • If you're curious about the ECS side of things, that chapter is now ~approximately complete, and should make an excellent learning resource: https://github.com/bevyengine/bevy-website/pull/182

  • gdnative

    Rust bindings for Godot 3

  • If you want to use Godot but don't like GDScript there are other options already through, both officially languages and also unofficial ones such as Rust.

  • Godot

    Godot Engine – Multi-platform 2D and 3D game engine

  • Haha weirdly enough, I actually added the initial C# profiler support to Godot.

  • InfluxDB

    Power Real-Time Data Analytics at Scale. Get real-time insights from all types of time series data with InfluxDB. Ingest, query, and analyze billions of data points in real-time with unbounded cardinality.

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  • awesome-bevy

    A collection of Bevy assets, plugins, learning resources, and apps made by the community

  • Yeah if you want to see the cool things people are currently building with it, check out Bevy Assets for some open source games and the #showcase channel on our Discord

NOTE: The number of mentions on this list indicates mentions on common posts plus user suggested alternatives. Hence, a higher number means a more popular project.

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