Bevy

@bevy
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Official account for Bevy: a refreshingly simple data-driven game engine built in Rust. Follow for Bevy news and curated #bevyengine content.
Websitehttps://bevy.org

these assets are a lot of fun :D I love how massive the attack of this creature is

#gamedev #bevy

I've (finally) wrapped my head enough around Bevy and its ECS that I've managed to move my #generativeart process over to it directly from Nannou. It turns out I really like the ECS, and with 20k+ shapes this is much more manageable and even makes real-time animation possible. I'm going to stick with this.

I did end up ditching the editing UI (with much reluctance and sadness) from my previous iterations, but hot-patched bevy reloads fast enough that it doesn't really matter.

Bevy took some getting into, but having the full weight of a game engine available opens up a lot of possibilities that would be very difficult with a Processing clone.

Now all I need to do is figure out how to render to a higher-res buffer so I can save print-quality images, and perhaps 4k animations. If there's interest I'll write something up on the process.

#genart #creativecoding #proceduralart #bevy

A ton of videos, technical details and explanation of how/why I did things as an #IndieGameDev / #GameDev . As someone who played a lot of #Satisfactory I am really happy with building auto alignment. I think I may have them beat (or at least potentially) #bevy #rust https://exofactory.net/blog/2026-06-03/
A Really Big One: Exoframe Feel, Finished Belts, & Baseplates

Biggest update yet. RustWeek feedback led to major feel improvements for the Exoframe and Global Mode. Spline belts are finally in a place I'm happy with, and building snapping and baseplates make factories much cleaner. Also, GPN Bevy talks are coming up.

A new video about Ratty terminal just dropped! 🧀🎉

💯 Tantan explores Ratty, makes a text-editing game with a cursor missile effect!

▶️ Watch here: https://www.youtube.com/watch?v=agoO5lx77FY

🐀 Ratty: https://github.com/orhun/ratty

#rustlang #ratatui #gamedev #terminal #bevyengine #opensource

Couch Chilis is pleased to announce we entered a partnership with Geofront to help them finish their game, POLDERS!

POLDERS is a casual city builder inspired by Dutch history, and like our games, it is built with #Bevy.

https://store.steampowered.com/app/3417550/POLDERS/

#gamedev

POLDERS on Steam

POLDERS is a Dutch-themed sandbox city builder where you steal land from the sea itself. Take on the role of dyke warden, reclaim the seabed, and build crooked, bustling towns in a world shaped by water. Will your city thrive on trade and ingenuity, or vanish beneath the waves of the Waterwolf?

Wrote a fairly in-depth blog post about a strategy to render Implicit Surfaces using (wide) Sparse Voxel Trees.

The implementation is in #rust and uses #bevy.
https://www.farfa.dev/blog/is-rendering/

(bonus: therein lies tons of pretty figures that I most assuredly didn't spend days doing in #typst)

Implicit Surface rendering for CAD

Created a tool for #Bevy to print what components an entity holds in the debugger!

You don't need to add a plugin to your project "it just works"

I now have my own implementation of a 4x4 in #bevy using #rapier. The meshes are generated using sdf and surface nets.

Come see me talk about Processing, and Rust and #bevy at my talk tomorrow!

https://2026.rustweek.org/talks/moon/

Expanding Processing's Reach with Rust + Bevy - RustWeek 2026

RustWeek 2026, The Netherlands - May 18–23 2026. The world's biggest Rust conference returns to beautiful Utrecht, welcoming over 900+ community members, professionals and the maintainers of Rust.

Watch Brian share his experience bringing some of the common Unreal debug tooling to #rustlang and #Bevy: https://www.youtube.com/watch?v=fSyj5cQjCiM #rust #gamedev 🦀🎮 @bevy