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Carter Anderson 8326a1a3c2 RenderGraph2: Stager, (semi-functional) Executor, PassNode, and tests.
Rendering doesn't quite work yet, but we're close!
2020-04-23 17:24:41 -07:00
.cargo Add fast build config example 2020-01-21 03:11:16 -08:00
.vscode New Mesh implementation (adapts to arbitrary vertex descriptors). Initial gltf model loading. 2020-04-19 10:08:47 -07:00
assets quad uses size. polish examples 2020-03-30 15:44:29 -07:00
bevy_app use cargo workspace 2020-04-19 13:23:19 -07:00
bevy_asset pipeline specialization (support different primitive topologies within the same pipeline) 2020-04-19 19:06:41 -07:00
bevy_core Port remaining functionality to RenderContext and remove Renderer 2020-04-12 14:47:41 -07:00
bevy_derive New Mesh implementation (adapts to arbitrary vertex descriptors). Initial gltf model loading. 2020-04-19 10:08:47 -07:00
bevy_diagnostic cargo fmt 2020-04-06 16:15:59 -07:00
bevy_gltf model loading works! 2020-04-19 19:29:33 -07:00
bevy_input exit events and systems 2020-04-19 12:13:04 -07:00
bevy_legion upgrade legion 2020-04-19 19:11:12 -07:00
bevy_render RenderGraph2: Stager, (semi-functional) Executor, PassNode, and tests. 2020-04-23 17:24:41 -07:00
bevy_serialization cleanup cargo.tomls 2020-04-06 16:13:07 -07:00
bevy_transform render graph 2: schedulers + window nodes 2020-04-21 10:30:01 -07:00
bevy_ui make every bevy dependency optional in bevy crate 2020-04-06 17:03:21 -07:00
bevy_wgpu RenderGraph2: Stager, (semi-functional) Executor, PassNode, and tests. 2020-04-23 17:24:41 -07:00
bevy_window exit events and systems 2020-04-19 12:13:04 -07:00
bevy_winit exit events and systems 2020-04-19 12:13:04 -07:00
docs add texture to frag shader. fix weird macro name collision bug 2020-02-18 20:26:02 -08:00
examples re-enable opt=3 for debug 2020-04-19 22:31:14 -07:00
src exit events and systems 2020-04-19 12:13:04 -07:00
tools Add comments to examples and fix example_showcase script timing 2020-04-06 21:33:18 -07:00
.gitignore Expand README 2020-01-21 03:13:17 -08:00
Cargo.toml re-enable opt=3 for debug 2020-04-19 22:31:14 -07:00
CREDITS.md move swap_chain and device initialization to render_graph 2020-01-14 18:57:10 -08:00
README.md add modular design as a goal 2020-04-06 22:11:28 -07:00
rustfmt.toml rustfmt: use field init shorthand 2020-02-09 11:43:45 -08:00

Bevy

Crates.io license Crates.io

What is Bevy?

Bevy is an open-source modular game engine built in Rust, with a focus on developer productivity and performance.

WARNING

Bevy is still in the very early stages of development. APIs can and will change. Important features are missing. Documentation is non-existent. Please don't build any serious projects in Bevy unless you are prepared to be broken by api changes constantly.

Design Goals

  • Provide a first class user-experience for both 2D and 3D games.
  • Easy for newbies to pick up, but infinitely flexible for power users.
  • Fast iterative compile times. Ideally less than 1 second for small to medium sized projects.
  • Data-first game development using ECS (Entity Component System)
  • Modular design: use only what you need ... replace what you don't like
  • High performance and parallel architecture
  • Use the latest and greatest rendering technologies and techniques

About

  • Features: A quick overview of Bevy's features.
  • Roadmap: The Bevy team's development plan.

Docs

  • The Bevy Book: Bevy's official documentation. The best place to start learning Bevy.
  • Bevy Rust API Docs: Bevy's Rust API docs, which are automatically generated from the doc comments in this repo.

Getting Started

We recommend checking out The Bevy Book for a full tutorial. You can quickly try out the examples by cloning this repo and running the following command:

# Runs the "scene" example
cargo run --example scene

Nightly Compiler

Bevy requires nightly rust right now. It currently uses specialization features, which are unstable. If specialization goes stable soon then we can go back to a stable compiler. There is actually good forward progress happening here. In the meantime, we will try our best to remove specialization usage so we can go back to stable.

Libraries Used

Bevy is only possible because of the hard work put into these foundational technologies:

  • wgpu-rs: modern / low-level / cross platform graphics library inspired by Vulkan
  • legion: a feature rich high performance ECS library
  • glam-rs: a simple and fast 3D math library for games and graphics
  • winit: cross platform window creation and management in Rust
  • legion_transform: A hierarchical space transform system, implemented using Legion ECS
  • shaderc: compiles GLSL and HLSL shaders to SPIR-V binaries
  • spirv-reflect: Reflection API in rust for SPIR-V shader byte code

Additionally, we would like to thank the Amethyst, coffee, ggez, and Piston projects for providing solid examples of game engine development in Rust. If you are looking for a Rust game engine, it is worth considering all of your options. Each engine has different design goals and some will likely resonate with you more than others.