Expand description
Bevy is an open-source modular game engine built in Rust, with a focus on developer productivity and performance.
Check out the Bevy website for more information, read the Bevy Book for a step-by-step guide, and engage with our community if you have any questions or ideas!
Example
Here is a simple “Hello World” Bevy app:
use bevy::prelude::*;
fn main() {
App::new()
.add_system(hello_world_system)
.run();
}
fn hello_world_system() {
println!("hello world");
}
Don’t let the simplicity of the example above fool you. Bevy is a fully featured game engine and it gets more powerful every day!
This Crate
The bevy
crate is just a container crate that makes it easier to consume Bevy subcrates.
The defaults provide a “full” engine experience, but you can easily enable / disable features
in your project’s Cargo.toml
to meet your specific needs. See Bevy’s Cargo.toml
for a full
list of features available.
If you prefer, you can also consume the individual bevy crates directly.
Each module in the root of this crate, except for the prelude, can be found on crates.io
with bevy_
appended to the front, e.g. app
-> bevy_app
.
Cargo Features
Bevy exposes many features to customise the engine. Enabling them add functionalities but often come at the cost of longer compilation times and extra dependencies.
Default Features
The default feature set enables most of the expected features of a game engine, like rendering in both 2D and 3D, asset loading, audio and UI. To help reduce compilation time, consider disabling default features and enabling only those you need.
feature name | description |
---|---|
android_shared_stdcxx | Enable using a shared stdlib for cxx on Android |
animation | Enable animation support, and glTF animation loading |
bevy_animation | Provides animation functionality |
bevy_asset | Provides asset functionality |
bevy_audio | Provides audio functionality |
bevy_core_pipeline | Provides cameras and other basic render pipeline features |
bevy_gilrs | Adds gamepad support |
bevy_gltf | glTF support |
bevy_pbr | Adds PBR rendering |
bevy_render | Provides rendering functionality |
bevy_scene | Provides scene functionality |
bevy_sprite | Provides sprite functionality |
bevy_text | Provides text functionality |
bevy_ui | A custom ECS-driven UI framework |
bevy_winit | winit window and input backend |
filesystem_watcher | Enable watching file system for asset hot reload |
hdr | HDR image format support |
ktx2 | KTX2 compressed texture support |
png | PNG image format support |
tonemapping_luts | Include tonemapping Look Up Tables KTX2 files |
vorbis | OGG/VORBIS audio format support |
x11 | X11 display server support |
zstd | For KTX2 supercompression |
Optional Features
feature name | description |
---|---|
accesskit_unix | Enable AccessKit on Unix backends (currently only works with experimental screen readers and forks.) |
basis-universal | Basis Universal compressed texture support |
bevy_ci_testing | Enable systems that allow for automated testing on CI |
bevy_dynamic_plugin | Plugin for dynamic loading (using libloading) |
bmp | BMP image format support |
dds | DDS compressed texture support |
debug_asset_server | Enable the “debug asset server” for hot reloading internal assets |
detailed_trace | Enable detailed trace event logging. These trace events are expensive even when off, thus they require compile time opt-in |
dynamic_linking | Force dynamic linking, which improves iterative compile times |
exr | EXR image format support |
flac | FLAC audio format support |
jpeg | JPEG image format support |
minimp3 | MP3 audio format support (through minimp3) |
mp3 | MP3 audio format support |
serialize | Enable serialization support through serde |
subpixel_glyph_atlas | Enable rendering of font glyphs using subpixel accuracy |
symphonia-aac | AAC audio format support (through symphonia) |
symphonia-all | AAC, FLAC, MP3, MP4, OGG/VORBIS, and WAV audio formats support (through symphonia) |
symphonia-flac | FLAC audio format support (through symphonia) |
symphonia-isomp4 | MP4 audio format support (through symphonia) |
symphonia-vorbis | OGG/VORBIS audio format support (through symphonia) |
symphonia-wav | WAV audio format support (through symphonia) |
tga | TGA image format support |
trace | Tracing support |
trace_chrome | Tracing support, saving a file in Chrome Tracing format |
trace_tracy | Tracing support, exposing a port for Tracy |
wav | WAV audio format support |
wayland | Wayland display server support |
wgpu_trace | Save a trace of all wgpu calls |
zlib | For KTX2 supercompression |
Modules
- Integrate with platform accessibility APIs.
- Provides types and plugins for animations.
- Build bevy apps, create plugins, and read events.
- Load and store assets and resources for Apps.
- Provides types and plugins for audio playback.
- Contains core plugins.
- Core render pipeline.
- Useful diagnostic plugins and types for bevy apps.
- Bevy’s entity-component-system.
- Bevy interface with
GilRs
- “Game Input Library for Rust” - to handle gamepad inputs. - Support for GLTF file loading.
- Entity hierarchies and property inheritance
- Resources and events for inputs, e.g. mouse/keyboard, touch, gamepads, etc.
- Logging capabilities
- Math types (Vec3, Mat4, Quat, etc) and helpers.
- Physically based rendering.
use bevy::prelude::*;
to import common components, bundles, and plugins.- Utilities for working with untyped pointers in a more safe way.
- Type reflection used for dynamically interacting with rust types.
- Cameras, meshes, textures, shaders, and pipelines. Use
RenderDevice::features
,RenderDevice::limits
, and theRenderAdapterInfo
resource to get runtime information about the actual adapter, backend, features, and limits. - Save/load collections of entities and components to/from file.
- Items for sprites, rects, texture atlases, etc.
- Pools for async, IO, and compute tasks.
- Text drawing, styling, and font assets.
- Contains time utilities.
- Local and global transforms (e.g. translation, scale, rotation).
- User interface components and widgets.
- Various miscellaneous utilities for easing development
- Configuration, creation, and management of one or more windows.
- Window creation, configuration, and handling
Structs
- This plugin group will add all the default plugins for a Bevy application:
- This plugin group will add the minimal plugins for a Bevy application: