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_systems(Update, 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_debug_stepping | Enable stepping-based debugging of Bevy systems |
bevy_gilrs | Adds gamepad support |
bevy_gizmos | Adds support for rendering gizmos |
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 |
default_font | Include a default font, containing only ASCII characters, at the cost of a 20kB binary size increase |
hdr | HDR image format support |
ktx2 | KTX2 compressed texture support |
multi-threaded | Enables multithreaded parallelism in the engine. Disabling it forces all engine tasks to run on a single thread. |
png | PNG image format support |
tonemapping_luts | Include tonemapping Look Up Tables KTX2 files. If everything is pink, you need to enable this feature or change the Tonemapping method on your Camera2dBundle or Camera3dBundle . |
vorbis | OGG/VORBIS audio format support |
webgl2 | Enable some limitations to be able to use WebGL2. Please refer to the WebGL2 and WebGPU section of the examples README for more information on how to run Wasm builds with WebGPU. |
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.) |
asset_processor | Enables the built-in asset processor for processed assets. |
async-io | Use async-io’s implementation of block_on instead of futures-lite’s implementation. This is preferred if your application uses async-io. |
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_glam_assert | Enable assertions in debug builds to check the validity of parameters passed to glam |
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 |
embedded_watcher | Enables watching in memory asset providers for Bevy Asset hot-reloading |
exr | EXR image format support |
file_watcher | Enables watching the filesystem for Bevy Asset hot-reloading |
flac | FLAC audio format support |
glam_assert | Enable assertions to check the validity of parameters passed to glam |
jpeg | JPEG image format support |
minimp3 | MP3 audio format support (through minimp3) |
mp3 | MP3 audio format support |
pbr_transmission_textures | Enable support for transmission-related textures in the StandardMaterial , at the risk of blowing past the global, per-shader texture limit on older/lower-end GPUs |
pnm | PNM image format support, includes pam, pbm, pgm and ppm |
serialize | Enable serialization support through serde |
shader_format_glsl | Enable support for shaders in GLSL |
shader_format_spirv | Enable support for shaders in SPIR-V |
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 |
trace_tracy_memory | Tracing support, with memory profiling, exposing a port for Tracy |
wav | WAV audio format support |
wayland | Wayland display server support |
webgpu | Enable support for WebGPU in Wasm. When enabled, this feature will override the webgl2 feature and you won’t be able to run Wasm builds with WebGL2, only with WebGPU. Requires the RUSTFLAGS environment variable to be set to --cfg=web_sys_unstable_apis when building. |
webp | WebP image format 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. - Immediate mode drawing api for visual debugging.
- 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: