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
- 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
Dominykas Djacenko
Jessica Collins
HAL 9000
V-Sekai
Arend van Beelen
Ryan Butler
natepiano
Laurence Cullen
Alexander Balfanz
Stefan Wolf
Daniel Porteous
Jonny Power
Julian Kanzler
Brent Houghton
Eric Stokes
Joda Interactive
Gold
$25 / month
Torstein Grindvik
VJ Pyree
SilvanCodes
Sindri Andrason
Jakob Getzel
puzzled_squid
samflores
Victor Bjelkholm
Dan White
occuros
Troels Hoffmeyer
Gunstein Vatnar
Jack Wolfard
Paul Lackner
doomy
Chris "cdata" Joel
doot
Hexorg
Charlotte
Skolwind
Aevyrie Roessler
now I have to make a game with bevy
nil (TheRawMeatball)
Slowchop Studios
Pressing Thumbs Games
avi
RJ
Joel Courtney
Erik Ring-Walters
Lars Diederich
Idler Cloud
Zgred Fred
Kev James
Aldis Ruiz
Philipp Dobler
Michele Vigilante
Wiktor Ravndal
Devlyn Nelson
Edward Swartz
Alan Jesser
Maciej Buszko
Frédéric Jolliton
Markus Siegert
Guido Offermans
Tyler Royer
Jonni Liljamo
Kaj-Sören Grunow
IceSentry
Mysvac
Abel Toy
John Hainline
Jordan Halase
Shira Smith
Danny McGee
Conner Mitchell
Amelia Mowers
Joshua Manon
Mark Davis
Владимир Степаненко
Caitlin Campbell
Kelvie Wong
Antoine Duchenet
Loki Sharp
Zach Geis
Jason Marsh
Rusty XYZ
Ben Whitley
Mark Emmons
NNVTN
Idris Zaidi
Arto Bendiken
Past Donors
Julian Ramirez Ruiseco, Nayiem Willems, Kevin Rose, Cameron Flannery, Justin Hentz, Daniel Cazares, Daniel Gallups, Brandon Reinhart, Joost Oudejans, Cayle Bray, Malek Hodroj, Jillis Noordhoek, Tarek Abdel Sater, Insfollowpro, Cult, Inc., Ignacy Chełstowski, Felix Rath, Yash Kumar, Sunjay Varma, Viet NT, Connor "Aceeri" McCluskey, Daniel Grice, Turki Al-Marri, Gediminas Gylys, Rusticorn, Jacudibu, Vollkornaffe, Robin Benzinger, Hugo Peters, Luukas Kortesniemi, Timothy Bertotti, Daniel Yokoyama, rudderbucky, Pedro Reis, Aaron Blankenship, Jan Hohenheim, rpg EML, Andrea Bueide, Peter Lustig, Micah Hinckley, Br3nnabee, Callim Éthée, Marius Cobzarenco, Joseph Lyons, Joshua Findon, Fabio Loreggian, Konrad Konieczny, Markus Ort, Brian Heineman, Manuel Mauro, Kris Warner, Xu Liu, RyeToastyO, Kevin Chen, Matthew Eppelsheimer, Philip Ellison, Dylan P., Ida "Iyes", Adam, Afonso Lage, Ask Game Studio, well, now I have to make a game with bevy, John Hainline, natepiano, Subtale, 0x0177b11f, Augustin Gjini, nezuo, Daniel Grice, Allan Davis, knutwalker, Robin Benzinger, indiedevcasts.com, Idris Zaidi, Jesse Rupe, Nicholas Anderson, Oleksii Nosov, bugcaptor, TenRayTracedCats, Orange_Murker, Jan Klinge, Brandon Wand, Corvus Prudens, David M. Lary, rustunit.com, John Hainline, CooCooCaCha, Piot, Brett Witty, Astrago DE, Iryna Chernyshchuk, Carter Weinberg, Carter Anderson, Viktor Kuroljov, Krzysztof Piskorski, Charles Knudson, Tomas Zemanovic, Reshen Amin, Jiří Švejda, Caleb Yates, Alar Okas, Katerina Marchan, Andrzej Kilijański, Jonathan Plasse, Julian Laubstein, Justin Turpin, Dani Ballance, Théo Degioanni, Lawrence Holcomb, Lars Schneidenbach, John Munson, Doce Fernandes, Aaron Friedrich, Mitchell Bassett, Jiwon Min