Bevy 0.6

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

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  • bevy

    A refreshingly simple data-driven game engine built in Rust

    We're pretty close to supporting it out of the box. Basically we just need to merge this pr and then adapt one of the existing skeletal animation proposals. I've implemented skeletal animation in previous engines, so there aren't really any unknowns here. Baseline skeletal animation is very simple to implement (and we're prioritizing getting something simple merged asap). After that, we'll develop a more holistic property based animation system, which will take a lot more time + R&D.

  • rfcs

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

    You can check out my in-progress RFC for dynamic queries here. It has been frozen for a while after my first draft as my professional workload has increased, but I plan on doing a more thorough second pass soon™. Take a look, any thoughts would be appreciated.

  • 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.

  • bevy-website

    The source files for the official Bevy website

    Could you make a PR to https://github.com/bevyengine/bevy-website so we can clean up this misleading statement?

  • bevy-kajiya

    A plugin to use the kajiya renderer with bevy

    The integration mentioned here can be found at https://github.com/Seabass247/bevy-kajiya

  • awesome-bevy

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

    This is to be expected at this point. Bevy is just over a year old. We don't make any stability guarantees (and actively warn against using Bevy in serious projects unless they are willing to get their hands dirty). Godot has been in development since 2007. Unity was released in 2005. In many ways, I consider us to be "ahead of schedule". By the end of the year, I expect Bevy to be much "stabler" with a more complete feature set. As the year progresses, I think we will see an uptick in "more serious projects". That being said, there are already plenty of interesting projects on itch.io and Bevy Assets.

  • kajiya

    💡 Experimental real-time global illumination renderer 🦀

    I know nothing about game engines/programming/design, but I have recently read about https://github.com/EmbarkStudios/kajiya and wondered if bevy could benefit from it?

  • docs.rs

    crates.io documentation generator

    If you've seen the Diataxis documentation model, I would argue that the official book will be solidly focused on Explanation, while the Cheatbook straddles Explanation and How-To-Guides. The docs.rs doc comments are the reference quadrant, and then tutorials will be filled with the new tutorials and the existing excellent community tutorials.

  • 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.

  • egui

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

    For a GUI, you might consider egui which has an integration for bevy.

  • bevy_egui

    🇺🇦 Please support the Ukrainian army: https://www.comebackalive.in.ua/donate

    For a GUI, you might consider egui which has an integration for bevy.

  • bevy_ggrs

    Bevy plugin for the GGRS P2P rollback networking library.

    Regarding rollback networking, there is bevy_ggrs, which I think works really well.

  • matchbox

    Painless peer-to-peer WebRTC networking for rust wasm (and native!) (by johanhelsing)

    In theory, it should also be possible to support browser-native crossplay that way. I did some work on supporting that, but I'm currently stuck on an issue with webrtc-rs.

  • backroll-rs

    A (almost) 100% pure safe Rust implementation of GGPO-style rollback netcode.

    I haven't actually got to the point of trying to implement it in my fighting game engine but Backroll rs is a rust implementation of GGPO https://github.com/HouraiTeahouse/backroll-rs

  • raui

    Rust implementation of Renderer Agnostic User Interface

    I've seen PsichiX experimenting with this in RAUI! I'd start there :)

  • stretch

    High performance flexbox implementation written in rust

    There's a few critical subtasks here: - determine the data flow model we'd like to use for our UI. We'd like to integrate tightly into the ECS, but need to figure out how to reduce the boilerplate and improve reliability around working with hierarchies. - swap our layout library. Our current dependency stretch implements the flexbox algorithm, but is unmaintained and has critical bugs :( The three main options here are to fork flex, move to the new morphorm crate, or write a layout library from scratch - consider rearchitecting our UI to be more flexible and compositional: splitting the massive Style component into several parts and moving to a "UI is a collection of behaviors" paradigm - build out more widgets! - more docs and examples!

  • morphorm

    A UI layout engine written in Rust

    There's a few critical subtasks here: - determine the data flow model we'd like to use for our UI. We'd like to integrate tightly into the ECS, but need to figure out how to reduce the boilerplate and improve reliability around working with hierarchies. - swap our layout library. Our current dependency stretch implements the flexbox algorithm, but is unmaintained and has critical bugs :( The three main options here are to fork flex, move to the new morphorm crate, or write a layout library from scratch - consider rearchitecting our UI to be more flexible and compositional: splitting the massive Style component into several parts and moving to a "UI is a collection of behaviors" paradigm - build out more widgets! - more docs and examples!

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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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