A refreshingly simple data-driven game engine built in Rust
Free and Open Source Forever!
Get Started
Free and Open Source Forever!
Get Started
Data Driven
All engine and game logic uses Bevy ECS, a custom Entity Component System
- Fast: Massively Parallel and Cache-Friendly. The fastest ECS according to some benchmarks
- Simple: Components are Rust structs, Systems are Rust functions
- Capable: Queries, Global Resources, Local Resources, Change Detection, Lock-Free Parallel Scheduler
![Pixel art sprite of a person](assets/sprite.png)
2D Renderer
Render real-time 2D graphics for games and apps
- Features: sprite sheets, dynamic texture atlases, cameras, textures, and materials
- Extensible: custom shaders, materials, and render pipelines
- Common Core: builds on top of Bevy's Render Graph
3D Renderer
A modern and flexible 3D renderer
- Features: lights, shadows, cameras, meshes, textures, materials, gltf loading
- Extensible: custom shaders, materials, and render pipelines
- Common Core: built on top of Bevy's Render Graph
![3D boat model](assets/boat.png)
Render Graph
Compose custom render pipelines using a graph structure
- Parallel: Render Graphs are automatically rendered in parallel
- Modular: Build composable and reusable render logic using Render Graph nodes
- Backend Agnostic: Not tied to a specific graphics API
Animation
A capable animation system
- Skeletal rig animation driven by an ECS-based joint API
- Play multiple animations at the same time by smoothly blending between them
- Use blend shapes / morph targets to animate vertices directly
- Import animations from GLTF files
![An animated poly style model of a fox running](assets/fox.webp)
Cross Platform
Support for all major platforms:
- Windows, MacOS, Linux, Web, iOS, Android
Bevy UI
A custom ECS-driven UI framework built specifically for Bevy
- Built directly on top of Bevy's ECS, Renderer, and Scene plugins
- Compose UIs dynamically in code or declaratively using the Bevy Scene format
- Use a familiar "flex box" model to layout your UIs
Scenes
Create, save, and load ECS worlds using Bevy's Scene system
- Loading: Loading scenes preserves entity IDs (useful for save games)
- Instancing: Instancing creates linked duplicates of scenes with new entity IDs
- Hot Reloading: Changes to scene files are automatically applied to running apps
Sound
Load audio files and play them on demand
- Load audio files as Assets
- Play audio Assets using Audio entities
Hot Reloading
Get instant feedback on your changes without app restarts or recompiles
- Asset changes are immediately reflected in running Bevy apps
- You can currently hot-reload scenes, textures, and meshes
- Any asset type can be integrated
Productive Compile Times
Game development is an iterative process. You can't afford to wait for compiles
- With Bevy you can expect 0.8-3.0 seconds with the "fast compiles" configuration
- Compare that to other popular Rust game engines, which can take over 30 seconds to compile a single newline insertion!
Free and Open Source
An engine made by and for the developer community
- 100% free. Forever and always
- Open Source under the permissive MIT or Apache 2.0 licenses
- No contracts
- No license fees
- No sales cuts
Ready to start building Bevy apps? Get started fast with The Quick Start
Guide!
Bevy Supporters
Platinum
$50 / month
Rusticorn
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Arend van Beelen
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HAL 9000
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Gold
$25 / month
Charlotte
VJ Pyree
David M. Lary
Ida "Iyes"
Troels Hoffmeyer
Chris "cdata" Joel
bugcaptor
rustunit.com
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Brett Witty
Hexorg
Dylan P.
Afonso Lage
indiedevcasts.com
0x0177b11f
nil (TheRawMeatball)
Sindri Andrason
Pressing Thumbs Games
occuros
Victor Bjelkholm
Idris Zaidi
Paul Lackner
now I have to make a game with bevy
avi
Nicholas Anderson
RJ
Jakob Getzel
Slowchop Studios
nezuo
John Hainline
Aevyrie Roessler
Brandon Wand
SilvanCodes
Gunstein Vatnar
Dan White
Ask Game Studio
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puzzled_squid
Piot
Torstein Grindvik
Skolwind
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CooCooCaCha
Past Donors
Insfollowpro
, Vollkornaffe
, TenRayTracedCats
, Allan Davis
, Daniel Grice
, Jan Klinge
, Orange_Murker
, well, now I have to make a game with bevy
, Subtale
, Adam