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