bevy 0.9.0

A refreshingly simple data-driven game engine and app framework
Documentation
use bevy::{
    prelude::*,
    render::settings::{WgpuSettings, WgpuSettingsPriority},
};

// the `bevy_main` proc_macro generates the required android boilerplate
#[bevy_main]
fn main() {
    App::new()
        // This configures the app to use the most compatible rendering settings.
        // They help with compatibility with as many devices as possible.
        .insert_resource(WgpuSettings {
            priority: WgpuSettingsPriority::Compatibility,
            ..default()
        })
        .add_plugins(DefaultPlugins)
        .add_startup_system(setup)
        .run();
}

/// set up a simple 3D scene
fn setup(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
) {
    // plane
    commands.spawn(PbrBundle {
        mesh: meshes.add(Mesh::from(shape::Plane { size: 5.0 })),
        material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
        ..default()
    });
    // cube
    commands.spawn(PbrBundle {
        mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
        material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()),
        transform: Transform::from_xyz(0.0, 0.5, 0.0),
        ..default()
    });
    // light
    commands.spawn(PointLightBundle {
        transform: Transform::from_xyz(4.0, 8.0, 4.0),
        ..default()
    });
    // camera
    commands.spawn(Camera3dBundle {
        transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
        ..default()
    });
}