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Top 23 bevy-engine Open-Source Projects
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bevy_egui
This crate provides an Egui integration for the Bevy game engine. 🇺🇦 Please support the Ukrainian army: https://savelife.in.ua/en/
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InfluxDB
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vx_bevy
🧊 Voxel engine prototype made with the bevy game engine. Serves as a playground for experimenting with voxels, terrain generation, and bevy.
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physarum-sim
A simulation of the Physarum Polycephalum slime. Written in Rust and rendered with Bevy.
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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: 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: 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.
Project mention: Problem with cargo and rust analyzer, possibly caused by dap (might be malfunctioning) | /r/rust | 2023-06-16I have been writing rust with neovim for a while, and decided to install a community rust plugin for my particular neovim distribution. That looked well on the outside, but I quickly realized it now eats up significantly more CPU and RAM. Using this small bevy game as the metric, compile time has risen from 7-9 seconds to 18-22 seconds, ram usage of rust analyzer from at most 50 mbs to 2.5 gbs and cargo checking the whole bevy crate everytime, the program seemingly being recompiled everytime I close and open neovim, as well as cargo check simply taking way more time (about 3 minutes to scan the whole project). What makes me suspect dap is the following image:
Project mention: Introducing “bevy-async-task”: make async easy in Bevy! | /r/rust_gamedev | 2023-09-11
I was working through an example in the repo for the Bevy game engine recently and came across this code
I was developing a game with Bevy some time ago. But sadly have no time to contribute to it at this time. It still uses Bevy 0.9. Also, I have started some "thing (tm)" related to XML transformation. If that would be your jazz you could grab something like this and have a stab at it :).
Project mention: A simulation of the Physarum Polycephalum slime rendered with Bevy | /r/rust | 2023-06-15
Repository: https://github.com/rayanmargham/bevy_xml
bevy-engine related posts
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Monthly Update #9 from the Development of Digital Extinction a FOSS 3D RTS Made With<Bevy>
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A simulation of the Physarum Polycephalum slime rendered with Bevy
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Is bevy mature enough?
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Looking for someone to code with
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Digital Extinction: open source multiplayer RTS game written with Bevy.
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Why is it so difficult to learn to use Bevy?
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Open call for maintainers: bevy_mod_scripting
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A note from our sponsor - SaaSHub
www.saashub.com | 2 May 2024
Index
What are some of the best open-source bevy-engine projects? This list will help you:
Project | Stars | |
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1 | bevy_egui | 805 |
2 | strolle | 363 |
3 | bevy_mod_scripting | 332 |
4 | Game | 284 |
5 | vx_bevy | 250 |
6 | bevy_proto | 227 |
7 | Kataster | 200 |
8 | bevy-parallax | 105 |
9 | bevy_sprite_animation | 83 |
10 | bevy-ball-game | 70 |
11 | bevy_async_task | 52 |
12 | daily-bevy | 52 |
13 | Pinball2D | 27 |
14 | bevy-mouse-tracking | 26 |
15 | bevy_roguelike | 26 |
16 | zenith | 24 |
17 | physarum-sim | 19 |
18 | bevy_rome | 19 |
19 | dungeon-bevy | 16 |
20 | rust-chess-3d | 8 |
21 | bevy_xml | 5 |
22 | timely-defuse | 4 |
23 | Pinball3D | 0 |
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