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
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
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
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
Jessica Collins
Dominykas Djacenko
Arend van Beelen
V-Sekai
HAL 9000
Turki Al-Marri
Daniel Porteous
Ryan Butler
Jonny Power
Eric Stokes
Stefan Wolf
Gold
$25 / month
doot
VJ Pyree
samflores
now I have to make a game with bevy
Corvus Prudens
Victor Bjelkholm
Skolwind
nil (TheRawMeatball)
RJ
0x0177b11f
Pressing Thumbs Games
puzzled_squid
natepiano
Dan White
Augustin Gjini
Nicholas Anderson
Charlotte
Ida "Iyes"
Gunstein Vatnar
occuros
Troels Hoffmeyer
Torstein Grindvik
Chris "cdata" Joel
avi
Sindri Andrason
Paul Lackner
Hexorg
Afonso Lage
CooCooCaCha
SilvanCodes
Jack Wolfard
Jakob Getzel
Aevyrie Roessler
Slowchop Studios
doomy
Pierce Thompson
rpg EML
Владимир Степаненко
RyeToastyO
Ben Whitley
Mark Davis
Pedro Reis
Idris Zaidi
Frédéric Jolliton
John Hainline
Matthew Eppelsheimer
Micah Hinckley
Tyler Royer
Aldis Ruiz
Shira Smith
Antoine Duchenet
Alan Jesser
Marius Cobzarenco
Arto Bendiken
IceSentry
Lars Diederich
Past Donors
Julian Ramirez Ruiseco, Justin Hentz, Brandon Reinhart, Malek Hodroj, Cayle Bray, Insfollowpro, Cult, Inc., Joost Oudejans, Yash Kumar, Felix Rath, Connor "Aceeri" McCluskey, Viet NT, Daniel Grice, Jacudibu, Gediminas Gylys, Vollkornaffe, Rusticorn, Hugo Peters, Timothy Bertotti, Amelia Mowers, Kris Warner, Brian Heineman, Daniel Yokoyama, rudderbucky, Orange_Murker, Jesse Rupe, John Hainline, Robin Benzinger, Allan Davis, rustunit.com, Jan Klinge, Brett Witty, Subtale, indiedevcasts.com, Daniel Grice, bugcaptor, Brandon Wand, well, now I have to make a game with bevy, Idris Zaidi, Piot, Dylan P., TenRayTracedCats, knutwalker, Oleksii Nosov, Ask Game Studio, David M. Lary, Adam, nezuo, John Hainline, Iryna Chernyshchuk, Charles Knudson, Viktor Kuroljov, Jiří Švejda, Justin Turpin, Julian Laubstein, Jonathan Plasse, Carter Anderson, Théo Degioanni