Bevy 0.8: data oriented game engine built in Rust

This page summarizes the projects mentioned and recommended in the original post on news.ycombinator.com

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  • krABMaga

    krABMaga: A modern developing art for reliable and efficient Agent-based Model (ABM) simulation with the Rust language

  • I wrote a thesis for my bachelor's regarding the development of an agent-based simulation framework in Rust where I managed the visualization side. The project takes inspiration from other frameworks such as MASON (in particular for the architecture), NetLogo, Agent.jl and others. I initially developed the visualization subsystem with Amethyst, after my thesis Amethyst was discontinued and, since I was already following Bevy since it went public and it looked like it was gaining a lot of momentum, I refactored our framework to switch to Bevy. Our project is open source: https://github.com/krABMaga/krABMaga . Being my first approach to Rust and my first serious greenfield project, I think there are a lot of parts which can be improved, but I was able to get by with my extremely limited knowledge of both Rust and Bevy and obtain decent results. The things I loved the most of Bevy was the low amount of boilerplate code needed, the WASM+WebGL support which allowed me to easily let guests run simulations from our github.io site (https://krabmaga.github.io/) at near native (sequential) performance and, just like the whole Rust ecosystem, the friendliness of the community. Even though I bothered quite a bit on the Discord server since the documentation wasn't the clearest for me back when I started (Bevy 0.5), both the team members and users always led me a hand. I also think the ECS approach is extremely useful for our usecase, by defining agents as entities with the Agent component, along with a system which acts as an event loop by executing a simulation step and triggering the agents' behaviour rules.

  • bevy

    A refreshingly simple data-driven game engine built in Rust

  • I also noticed the Bevy team might be interested in the simulation field (https://github.com/bevyengine/bevy/discussions/1678), I am sure more projects of this kind would be hugely appreciated!

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  • bevy_editor_pls

    In-App editor tools for bevy applications

  • It is something we've been building toward for awhile. We've been focused on core systems like the renderer and ecs for awhile now, but we're finally at the point where we can start moving up the stack.

    We will be focusing on scenes, asset workflows, ui, and the editor from here on out (with scenes, asset workflows, and UI being the focus for the next release).

    I'd like to have some sort of editor MVP by the end of the year.

    Until then, there are community efforts like: https://github.com/jakobhellermann/bevy_editor_pls

  • bevy_mod_js_scripting

  • This Javascript / TypeScript implementation is still doing table + sparse set iteration, so I suspect cache locality is still reasonable. But you'd want to test to be sure.

    https://github.com/jakobhellermann/bevy_mod_js_scripting/blo...

    Given how new this effort is, I suspect there are plenty of areas with room for improvement.

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