SaaSHub helps you find the best software and product alternatives Learn more →
Top 23 bevy Open-Source Projects
-
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.
-
bevy_egui
This crate provides an Egui integration for the Bevy game engine. 🇺🇦 Please support the Ukrainian army: https://savelife.in.ua/en/
-
SaaSHub
SaaSHub - Software Alternatives and Reviews. SaaSHub helps you find the best software and product alternatives
-
bevy_game_template
Template for a Bevy game including CI/CD for web, Windows, Linux, macOS, iOS and Android
-
SaaSHub
SaaSHub - Software Alternatives and Reviews. SaaSHub helps you find the best software and product alternatives
Bevy. A very young engine where you need to write the game entirely in Rust—that was appealing. But fatal flaws overshadowed everything: no editor, the engine brutally enforces the ECS approach, and the game's architecture must literally bend to fit this paradigm. So, you won't migrate to another engine at all—you just throw away all the code and start from scratch.
Server side: - https://github.com/feather-rs/feather - https://github.com/valence-rs/valence
I've been using Bevy recently so here are some thoughts on this:
Firstly, the overall quality is high and seeing this attention being paid to the project's organization is another good sign.
Documentation is not great great. The Bevy book runs out of content very quickly. The "Cheat Book" has additional useful information: https://bevy-cheatbook.github.io/. With these plus the examples I've been able to figure out everything I need, but it's slow going.
I'm not 100% sold on ECS. It loses a lot of type safety and there doesn't seem to be any way to ensure cleanup of entities and their components.
I made a 2D platformer randomization crate called Shiftnanigans (https://github.com/AustinHellerRepo/Shiftnanigans) as part of my work on the open source game Jumpy (https://github.com/fishfolk/jumpy). Within the map editor of Jumpy, the Randomize button will randomize the placement of tiles and elements, maintaining the general structures of the map. I've described the two abstract concepts and sets of structs used to accomplish this functionality below. This is just a general overview, but I am happy to elaborate further if anyone has questions about the algorithms and data structures used.
Bevy XPBD will move away from the XPBD solver in coming months, which is worth bearing in mind if you are considering using it for your project.
Project mention: Monthly Update #7 from the Development of Digital Extinction a FOSS 3D RTS Made With<Bevy> | /r/bevy | 2023-05-03I've heard that bevy_egui is good.
Project mention: What is the best way to handle "Prefabs" (Or a way to instantiate a preset entity at will) | /r/bevy | 2023-05-10The foxtrot template uses this system if you wanted a "real world" example.
Project mention: 3 years of fulltime Rust game development, and why we're leaving Rust behind | news.ycombinator.com | 2024-04-26As someone who's become a core contributor to Bevy lately, while also doing contract work in Unity on the side, I obviously disagree with the idea that Rust isn't up to the task of game dev. The grass isn't greener on the Unity side, with a mountain of technical debt holding the engine back. (They're still using Boehm GC in 2024!) Bevy is a breath of fresh air just because it's relatively new and free of legacy. Using Rust instead of C++ is just one part of that. Bevy has a more modern design throughout: for instance, it has a relatively straightforward path to GPU-driven rendering in an integrated system, without having to deal with three incompatible render pipelines (BiRP, HDRP, URP).
What I find more interesting is the parts of the article that boil down to "Rust isn't the best language for rapid development and iteration speed". And that may well be true! I've long thought that the future of Bevy is an integrated Lua scripting layer [1]. You don't even need to get into arguments about the suitability of the borrow checker: it's clear that artists and designers aren't going to be learning Rust anytime soon. I'd like to see a world in which Rust is there for the low-to-mid-level parts that need performance and reliability, and Lua is there for the high-level logic that needs fast iteration, and it's all a nicely integrated whole.
Long-term, I think this world would actually put Bevy in a better place than the existing engines. Unity forces you into C# for basically everything, which is both too low-level for non-programmers to use and too high-level for performance-critical code (unless you have a source license, which no indie developer has). Unreal requires C++, which is even more difficult than Rust (IMO), or Blueprints, which as a visual programming language is way too high-level for anything but the simplest logic. Godot favors GDScript, which is idiosyncratic for questionable gain. I think Rust and Lua (or something similar) would put Bevy in a Goldilocks spot of having two languages that cover all the low-, mid-, and high-level needs well.
As for the other parts of the article, I disagree with the ECS criticism; ECS has some downsides, but the upsides outweigh the downsides in my view. I do agree that Bevy not having an official editor is an ongoing problem that desperately needs fixing. Personally, I would have prioritized the editor way higher earlier in Bevy's development. There is space_editor [2] now, which is something.
[1]: https://github.com/makspll/bevy_mod_scripting
[2]: https://github.com/rewin123/space_editor
Project mention: Revy – proof-of-concept time-travel debugger for the Bevy game engine | news.ycombinator.com | 2024-03-04Their organizatio nand release process is top-notch, with some of the most high quality changelogs and migration guides I've ever seen in any project, and releases are rare enough (~about once a quarter) to just not be an issue.
The community maintains compatibility matrices such as this one [2], and things generally just work :tm:.
[1] https://www.reddit.com/r/rust/comments/1b6bqv1/revy_proofofc...
[2] https://github.com/rerun-io/revy?tab=readme-ov-file#compatib...
Project mention: Monthly Update #9 from the Development of Digital Extinction a FOSS 3D RTS Made With<Bevy> | /r/rust | 2023-06-30The source code for Digital Extinction is available on GitHub. You can access it via the game's repository: https://github.com/DigitalExtinction/Game.
Was looking at existing StateMachine and BehaviorTree examples recently and I found the following Behavior Tree crates https://github.com/PistonDevelopers/ai_behavior https://github.com/Sollimann/bonsai
bevy related posts
-
Voronoi, Manhattan, random
-
Thetawave: A physics based, space shooter game made with Rust and the Bevy engi
-
What Are Const Generics and How Are They Used in Rust?
-
The Bevy Foundation
-
Bevy XPBD Moving Away from XPBD Solver over Nvidia Patent
-
Revy – proof-of-concept time-travel debugger for the Bevy game engine
-
I created an application to visualize hyperdimensional rotating cubes
-
A note from our sponsor - SaaSHub
www.saashub.com | 2 May 2024
Index
What are some of the best open-source bevy projects? This list will help you:
Project | Stars | |
---|---|---|
1 | bevy | 32,358 |
2 | valence | 2,377 |
3 | bevy-cheatbook | 1,680 |
4 | jumpy | 1,544 |
5 | bevy_xpbd | 949 |
6 | big-brain | 907 |
7 | bevy_egui | 805 |
8 | bevy_hanabi | 773 |
9 | bevy_game_template | 718 |
10 | bevy_mod_picking | 675 |
11 | bevy_prototype_lyon | 567 |
12 | foxtrot | 485 |
13 | bevy_asset_loader | 427 |
14 | strolle | 363 |
15 | bevy_mod_scripting | 343 |
16 | revy | 308 |
17 | velo | 306 |
18 | bevy_kira_audio | 299 |
19 | bevy_retro | 294 |
20 | bevy_mod_raycast | 287 |
21 | Game | 284 |
22 | bonsai | 259 |
23 | punchy | 246 |
Sponsored