For people working in the #Bevy ecosystem I just wrote a simple little site that lets you explore the bevy #crate ecosystem filtering by bevy version. Quite happy with the search system. It’s very basic but I am happy to make improvements and plan on it. bevydex.dev/dex
Posts by dcvz
How does it pull crates? What’s the criteria for being on the list?
Screen of Godot showing Bevy entities from the godot-bevy library
Very cool! We had to build our own for godot-bevy as egui is very much tied to Bevy being the renderer
I quite liked the premise of an “agentic personal assistant” so tried to have some fun and build something along those lines. Interact via chat, get personalized AI + extendability via skills that the assistant itself can put together.
#rustlang #aiassistant #claudecode
Not sure what the exact needs are but you could get the best of both worlds with godot-bevy.
`iyes_progress` version 0.15.0 and `bevy_asset_loader` version 0.24.0 were published with Bevy 0.17 support.
Just in time for the first @bevy.org 0.18 release candidate ^^
It’s nearly done now and have to say, it’s quite nice to be able to see the entities 😍
Prototyping something cool (maybe?) for godot-bevy 😏
#godotengine #bevyengine #rustlang
Another thing I’m excited about for the upcoming godot-bevy 0.10 release is the introduction of a testing crate, which makes it easier to write integration tests that run with the Godot runtime. That means you can now test your Bevy systems directly against Godot.
Do check it out, and I’d love to hear your thoughts! Our motivation is very similar to what you said: teams need editors, but we love Bevy + Rust. We’ve been refining the API based on feedback from folks building real projects with it, and the more feedback we get, the better we can make it ✨
Started a Bevy feed that shows all Bevy-related posts in chronological order — no popularity sorting, no like-based boosting. It’s been a much nicer way to make sure you don’t miss anything, not just the popular stuff.
Give it a try! And if your posts aren’t showing up, give me a shout.
#bevyengine
godot-bevy 0.10 is on the way!
This update brings support for Bevy 0.17 🚀 and is now entering its testing phase.
If you’ve been waiting to upgrade, now’s a great time to jump in and help us test!
#bevyengine #godotengine #rustlang
Better
Really nice cover, and the art is gorgeous too! I don’t usually listen to much K-pop, but I’ve always loved music videos like this. Especially when they use custom artwork instead of anime clippings ✨
youtu.be/r7DQpYZJ3tk?...
#MV #Art #NewJeans
New godot-bevy release! 🚀 0.9.0
Some nice things in this one! A new plugin, performance boosts, new APIs and some devexp goodies. We've moved to using Bevy transforms meaning you can now make use of bevy physics plugins (Avian) ✨
Full changelog on Github 🎁
#bevyengine #godotengine #rustlang
🎉 New godot-bevy release is live! Major improvements:
✅ Plugin-based architecture - opt in/out of plugins
✅ Multithreaded Bevy
✅ Signals now support arguments
✅ Multi-field Bundle macro support
✅ Bug fixes and general improvements
More modular, more powerful! 🚀
#bevyengine #godotengine #rustlang
Haven't posted about #godotbevy in a bit, but we've been quietly grinding away! Really cool to see people building projects with it. A community has slowly been forming, and we've been fixing bugs and improving things. Still lots to do but new release coming 🔜
#godotengine #bevyengine #rustlang
🎮 New drop: gdenv! The easiest way to install and switch between multiple Godot versions ✨
• Built with Rust for speed
• Cross-platform (macOS/Linux/Windows)
• Supports .NET/Mono builds and pre-releases
Perfect for game devs juggling multiple projects!
#godotengine #rustlang
Picture of a two roads (going and coming) where trees are planted along both sides and the middle casting shade unto the sidewalks and streets.
Whoever decided at some point that the streets in Berlin should be filled with trees… thank you! 🙏 🥵
I hope that sort of answers your query! Feel free to ask if you have any other questions 😁
As a developer if you’re careful about architecting your systems to isolate Godot API. That can make a big difference too. For example track animation state in ECS, and just have one system that actually makes the call to a Godot node to set the animation tree, etc
There are a few things the lib has that if you use, should make transitions less painful: using our Transforms for movement. BevyBundle macro allows you to tag Godot Nodes with components. Your queries can be specific to your needs (Player, Health, etc) and not Godot specific: With<Sprite2DMarker>
Great question! Obviously I can’t really tell you as it hasn’t happened yet but for one it’s a possibility I do try to keep in mind as I further develop the library.
I won’t say it’d be completely painless but IMO if you build with that mindset from the start, you can go a long way
🎉 godot-bevy v0.7.0 is out!
Release with bug fixes and improvements:
✨ Node Type Markers - Better and more efficient ECS queries
⚡ Fix Timing - Component available in Startup systems
🚀 Performance improvements
We also now have a #godotbevy book! 📖
#godotengine #bevyengine #rustlang #gamedev
Recent #godotbevy question: does our library (Bevy + Rust) offer performance benefits vs just architectural ones? We don't have extensive perf tests yet, but our first one shows nice improvements: Boids in GDScript vs ECS via our lib on our main branch!
#godotengine #bevyengine #rustlang #gamedev
🧩 The second change is a nice QoL upgrade:
#[derive(NodeTreeView)] is already great for finding subnodes easily.
Now it supports pattern matching — making your tree traversals more flexible and robust!
🎯 The biggest change: introducing the bevy_component macro!
Now you can annotate custom Godot Nodes with the components they should get when converted into Bevy entities — with field matching.
This gives a ton of control for Godot-first workflows where scene building happens entirely in editor 🙌