[−][src]Crate bevy
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::build() .add_system(hello_world_system.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 components.
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
.
Modules
app | Build bevy apps, create plugins, and read events. |
asset | Load and store assets and resources for Apps. |
audio | Provides types and plugins for audio playback. |
core | Contains core plugins and utilities for time. |
diagnostic | Useful diagnostic plugins and types for bevy apps. |
dynamic_plugin | |
ecs | Bevy's entity-component-system. |
gltf | Support for GLTF file loading. |
input | Resources and events for inputs, e.g. mouse/keyboard, touch, gamepads, etc. |
math | Math types (Vec3, Mat4, Quat, etc) and helpers. |
pbr | Physically based rendering.
Note: true PBR has not yet been implemented; the name |
prelude |
|
property | Dynamically interact with struct fields and names. |
render | Cameras, meshes, textures, shaders, and pipelines. |
scene | Save/load collections of entities and components to/from file. |
sprite | Items for sprites, rects, texture atlases, etc. |
tasks | Pools for async, IO, and compute tasks. |
text | Text drawing, styling, and font assets. |
transform | Local and global transforms (e.g. translation, scale, rotation). |
type_registry | Registered types and components can be used when loading scenes. |
ui | User interface components and widgets. |
utils | |
wgpu | A render backend utilizing wgpu. |
window | Configuration, creation, and management of one or more windows. |
winit |
Structs
DefaultPlugins | |
MinimalPlugins |