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PyBevy: A Python Real-Time Engine Built on Bevy
Beta. Python 3.12+. API evolving — breaking changes expected. Independently developed, community-maintained. Not affiliated with the Bevy project.
pybevy.com — Project website & documentation
Write Python, save the file, and see your 3D scene update. Use NumPy, JAX, and PyTorch in the same process as a real 3D renderer. And when you want it, the AI can join the loop — it writes code, sees the result, and iterates.
- Fast hot reload — edit code, see changes near instantly, no restart, no recompile
- Built on Bevy's renderer and ECS — PBR, volumetric fog, cascaded shadows, bloom, SSAO
- Python ecosystem in-process — NumPy, JAX, PyTorch, Numba — just import
- Optional AI feedback loop — the AI writes Python, reloads, inspects the running scene, and iterates
- If you know Bevy's Rust API, PyBevy should feel immediately familiar

Getting Started
Installation
Pre-compiled wheels are available for the following platforms:
| Platform | Architecture |
|---|---|
| Linux | x86_64 |
| macOS | ARM (Apple Silicon), x86_64 |
| Windows | x86_64 |
Browser sandbox is in development — follow #12 for progress.
Linux System Dependencies
PyBevy's pre-built wheels link against system display and audio libraries. On most desktop distributions these are already present.
If you see an ImportError mentioning libwayland-client.so or libasound.so:
# Debian/Ubuntu
# Fedora/RHEL
Docker / headless environments also need a software GPU driver:
ALSA warnings about missing audio devices are harmless and can be ignored.
Free-Threaded Python (3.13t+)
PyBevy supports Python's free-threaded mode (PEP 703). Non-conflicting Python systems run truly in parallel on separate cores via Bevy's multi-threaded scheduler — no GIL serialization. Validated on CPython 3.14t. Performance depends on workload and scene complexity; see Benchmarks for methodology and numbers.
Note: The Numba JIT path (View API Tier 3) is not yet available on free-threaded Python —
llvmlitedoes not ship 3.14t wheels yet. Tracked in #8.
Quick Example
Parent-child entity hierarchy with a rotating parent cube. The child cube inherits the parent's transform automatically.
"""Marks entities that should rotate."""
=
=
# Parent cube — rotates
=
# Child cube — follows the parent
return
Save this as main.py and run with hot reload:
Edit the code — the engine hot reloads near instantly, no restart, no recompile.
The --full flag reloads everything on each change, including setup systems. Without it, only Update systems are reloaded — faster for iterating on runtime behavior once your scene is set up.
Native Plugin Approach (Rust + Python)
If you already have a Rust Bevy application, you can embed Python systems into it with PyBevyPlugin. Prototype in Python, ship critical paths in Rust.
Security:
PyBevyPluginembeds a full CPython interpreter with unrestricted host access. Never execute untrusted Python code. We advise against using this for user-submitted plugin/modding systems without external sandboxing.
// main.rs - Your existing Rust Bevy application
use *;
use PyBevyPlugin;
# game_logic.py
= 1.0 # Change this and press F5!
*=
See docs/native-plugin.md for the full guide, including #[derive(PyComponent)] for exposing Rust components to Python and hot reload details.
AI Feedback Loop
PyBevy includes a built-in MCP server that lets AI agents write Python, reload the scene, capture screenshots, inspect entities, and iterate — automatically. The AI sees what it builds.
Also works with Cursor and other MCP-compatible editors. See docs/mcp.md for full setup.
Bevy Compatibility
PyBevy versions target specific Bevy versions:
| pybevy | Bevy |
|---|---|
| 0.2.x | 0.18 |
| 0.1.x | 0.18 |
PyBevy follows Bevy's API conventions as closely as possible and targets full coverage of Bevy's public API. Core modules like transforms, lighting, cameras, and input are fully covered; others are in progress. See API Coverage for current per-module stats and Limitations for known constraints.
Development Process
PyBevy started in May 2025 as a pure-Python ECS prototype, then moved through a
ctypes FFI layer before pivoting to PyO3, which became the real foundation.
Hand-written .pyi type stubs drove the API design before the Rust integration was
fully in place. The project also builds on Bevy experience going back to 2021.
The ECS query model, safety/validity system, and core Bevy component bindings were developed manually across multiple iterations.
From November 2025 onward, AI tools were used more heavily for API coverage expansion across Bevy's large surface area, crate splitting into ~30 feature crates, and parts of the test/stub/documentation workflow.
To keep that process grounded, PyBevy is backed by a custom Rust API compliance tool that validates bindings against Bevy's source and the Python stubs, and a test suite spanning 100K+ lines. Both publishing soon.
Limitations
- No built-in physics — use NumPy or JAX for physics computation, PyBevy for visualization.
- Desktop only — Linux, macOS, Windows. No mobile.
- Code only — no visual editor.
- API is evolving — see Limitations for known constraints.
Documentation
- pybevy.com — Project website
- Examples — Runnable examples covering 2D, 3D, ECS, animation, and more
- API Coverage — Per-module Bevy API coverage stats
- Limitations — Known limitations
Community & Contributing
- Discord: Pybevy Discord — questions, discussion, showcases
- Contributing: See CONTRIBUTING.md
License
All code in this repository is dual-licensed under either:
at your option.
By contributing, you agree your work will be released under both licenses.
When you want it, the world runs itself.