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