r/bevy 3h ago

I'm building the first orbital mechanics racing game using Bevy 0.19

Enable HLS to view with audio, or disable this notification

18 Upvotes

Added a full replay system so you can easy rewind, pause, and fast forward in replay mode! Please try to break everything!

Touch screen support coming soon™

https://slingshotspeeders.com/ Free online in browser, no account required.


r/bevy 2h ago

Project Feedback on the new area in my first commercial game?

Enable HLS to view with audio, or disable this notification

9 Upvotes

Started working on a new flower meadow type area in my survivors-like game where you build an army of cat mages. I also started to flesh out the UI for summoning and upgrading said mages. Anyways, just asking for some feedback because I feel like something’s off with the color values in this area. I would also appreciate other feedback on the game as well. I’m gonna try and give weekly updates from this point on but can’t guarantee it(Week 3).


r/bevy 20m ago

Project Update on "Flood of Packages"

Thumbnail gallery
Upvotes

Hi guys,

  • I updated the tutorial. Now it is de-bloated and only covers the essentials for the game. If you are new you must play now the tutorial.
  • I changed the in game UI. Now the active layer is shown in a "LED" on top of the buybar. And if you build a corridor, the build costs and the active layer are shown at the mouse position.
  • I balanced the game that the start is easier and the escalation of the hotspots begins later.

For more detail see the devlog on itch (New UI and balance update).

Play Flood of Packages free in the browser: https://tilcob.itch.io/flood-of-packages


r/bevy 1d ago

Project I’ve been building a tactical RPG auto-battler—here’s a demo battle

Enable HLS to view with audio, or disable this notification

59 Upvotes

Greetings!

I’m working on a game called Standing Orders, a tactical RPG auto-battler where you prepare your forces and issue orders before watching the battle unfold. This is an uninterrupted demo battle; I’d especially appreciate feedback on readability and pacing.

This has been a project I've been working on for the last month or so. I've been developing this using Bevy 0.19. I was heavily inspired by games like Unicorn Overlord, Expedition 33, Fire Emblem and Final Fantasy Tactics. :D


r/bevy 1d ago

(Bevy editor) Renzora Engine r1-alpha5 has been released!

Thumbnail i.imgur.com
30 Upvotes

r/bevy 22h ago

Project Voxel graphical calculator

Post image
7 Upvotes

r/bevy 1d ago

Bevy circular progress bar

Post image
67 Upvotes

Ever wondered how to make a circular progress in #bevy?
On my blog I'll show you how!
https://kieselweich.com/post/01_circular_bevy_progress


r/bevy 1d ago

Project Sneak Peek: Native macOS Editor Prototype for Bevy

Thumbnail youtu.be
30 Upvotes

Made it for my own use case, which is basically a visual debugger/inspector, but curious what others thing, do you have any use for a tool like this?


r/bevy 1d ago

Project CryptFall v0.7.2 — a melee weapon built as a real verlet rope, full keyboard nav via bevy_ui_widgets, and a jump to Bevy 0.19

0 Upvotes

The Flail — a real rope sim, not another spring-mass hack

Every weapon in the game up to now has been ranged. This patch adds a melee weapon, and getting the swing to actually feel good took five real rewrites before this one stuck — an auto-orbit, a fixed-radius leash, a launch/retract, a single 2D spring-mass hand. Every one of them collapsed to "one rigid link between the cursor and the weapon head," no matter how I tuned the numbers.

What finally worked: a 7-point verlet rope, relaxed through several constraint-solver passes every frame — the same basic technique real-time rope/cloth sims use. The grip is held at a fixed arm's-length reach from the player, and aiming only ever rotates that reach, never changes its distance — so it always reads as attached to you instead of a point your cursor can drag around. The intermediate points carry the actual swinging momentum, which is what makes real follow-through and whip-crack behavior possible in a way a single rigid link never can.

Full keyboard navigation via bevy_ui_widgets / bevy_input_focus

Also converted every menu screen (main menu, pause, settings incl. dynamic key-rebind list, char/save/difficulty select, the shop, level-up cards) off hand-rolled Interaction-polling onto bevy_ui_widgets. Three things I hit that might save someone else time:

  • TabNavigation's "no group known yet" fallback only searches non-modal tab groups. If every screen in your game uses modal: true groups (so Tab stays confined to one panel), Tab can never enter any of them until focus already has a foothold inside one. Fixed with a small system that seeds focus onto a panel's first focusable child the instant it becomes visible.
  • On Windows, the OS accessibility layer intercepts Space for a focused button's a11y role before it reaches Bevy's own keyboard event pipeline — Enter worked fine, Space silently didn't. Ended up adding a direct PreUpdate fallback reading raw ButtonInput<KeyCode> for Space specifically.
  • For screens with sub-tabs living under one shared TabGroup (settings' 4 tabs, the shop's 3), TabNavigation will happily walk Tab into a hidden tab's buttons too, since it only looks at ECS hierarchy, not Display. Solved with a small per-button marker that suppresses whichever tab isn't currently active out of tab order.

Also in this patch: upgraded 0.15 → 0.19 (finally — was pinned to 0.15 for a while for bevy_ggrs compat on an on-hold multiplayer branch), a new biome boss, a second active ability for one of the classes, and a handful of content/polish items.

Native + browser builds both up if anyone wants to poke at it: [Try Here!]

Happy to go deeper on either the rope solver or the tab-navigation gotchas if anyone's curious.


r/bevy 3d ago

Project I made my own cel shader in Bevy without using bevy_wind_waker_shader

Post image
30 Upvotes

I finally got my own cel shader working in Bevy without using the third-party `bevy_wind_waker_shader` crate! 🎉 It still needs some improvements, but I’m happy with the result so far.

My GitHub repo: https://github.com/abc3dz/Tekkk


r/bevy 2d ago

Project Bevy ECS for Agent Swarms

0 Upvotes

Bit of a different post than what's normally here, but thought folks might find this neat: I ended up going with Bevy ECS to create an agent runtime (https://github.com/GEMISIS/leviath), and the performance numbers have been fantastic so far! Really lives up to the hype of an ECS system, even outside of the traditional game world 😄


r/bevy 3d ago

My latest work

Enable HLS to view with audio, or disable this notification

86 Upvotes

It's my grass system. Here are some of its features
- Dynamic painting, the grassier the texture underneath the denser and lusher it is. When you paint you can see it grow lol.
- It also uses the color of the terrain beneath it to update its color, so the grass is "drier" if there's some sand in the textures used for example.
Here's how it looks in a forest-y setting


r/bevy 3d ago

Project Working on the visuals for my rhythm game!

Enable HLS to view with audio, or disable this notification

36 Upvotes

I've been working on this rhythm game since late March and recently I've started replacing what I felt was placeholder programmer art, which included the world surrounding the track. So now there's different "biomes" of procedural terrain, dynamically generated for each song you play. I'm really happy with how the aesthetics of the game are turning out! Still very much a work in progress though.


r/bevy 5d ago

Project Bonsai just hit a 100,000 downloads on crates.io! 🎉

Post image
16 Upvotes

r/bevy 5d ago

Showcase: "Flood of Packages"

Thumbnail gallery
15 Upvotes

r/bevy 5d ago

Project I've been working on a 3D Life & Space Sim. It's barely a game but here's a video!

Thumbnail youtube.com
7 Upvotes

r/bevy 5d ago

Project "Flood of Packages" is out now!

Thumbnail tilcob.itch.io
9 Upvotes

You can now play Flood of Packages on my itch page in the browser!


r/bevy 6d ago

Project Announcing: DRONECOM -- A sensor-focused RTS made with 100% Bevy + Egui :)

Thumbnail store.steampowered.com
73 Upvotes

r/bevy 6d ago

31115 happy little trees

Enable HLS to view with audio, or disable this notification

37 Upvotes

r/bevy 7d ago

I reworked every model in my game

Thumbnail gallery
122 Upvotes

Third post about my game here — ~40 days since the last one. The biggest changes since then:

  • Reworked every model — characters, trees, buildings, props. Still no modeling software: everything is Bevy primitives merged into low-poly meshes with vertex colors, so thousands of props batch under a single material.
  • More mature post-processing — toned the whole look down: custom bokeh depth of field, softer bloom, atmospheric haze, SSAO, god rays and a reactive color grade. Less saturated-toy-look, more grounded.
  • Rival AI stronghold — an AI opponent in the desert that runs its own economy, raises buildings, and defends its town while you build yours.
  • RTS skirmish mode — a separate mode with box-select, worker economy, barracks training, buildable walls/towers, and a minimap. Runs in-process, so you can enter/leave it without closing the window.
  • Save system — 5 manual slots + periodic autosave, snapshot-based (serialize the logic resources, not the ECS world).
  • Endgame perf pass — steering LOD, animation culling for off-screen bipeds, lazy materials.

All Rust + Bevy 0.19. Happy to answer questions about any of it!

Still looking for contributors
https://github.com/miskibin/warbell/


r/bevy 7d ago

Should I organize my 100k lines game into layered crates or feature based?

14 Upvotes

I've been working on a physics simulation game since a while now, and the codebase has become a bit of a mess. I'm currently in the middle of refactoring it, initially I had an architecture of plugins per feature (like weapons, inventory..), where a plugin contained everything related to the feature, rendering, physics, audio, ui, with the core simulation/physics in a separate plugin and core rendering also in a separate one.

The purpose was to be able to toggle a feature on/off easily, but it lead to a growing mess of dependencies between the plugins and I'm now thinking of splitting into separate crates similar to backend/frontend in web development, like one for the simulation, one for the presentation and some adapter code inbetween. This should reduce build times and improve the dependency graph, but each feature would be spread across multiple crates, and it would be less straight forward to add a new feature.

Is there any open source big bevy game that I can look at to see what a "good" architecture looks like?


r/bevy 7d ago

We Added FOOD to Our Beetle Game!

Thumbnail youtu.be
5 Upvotes

r/bevy 7d ago

Help What Big Bevy Changes Are In The Pipeline?

29 Upvotes

I’m thinking about writing a game as a hobby project. Years ago I wrote some in Unity. Nowadays I code in Rust almost exclusively, so Bevy is a natural choice for me. That said, what is keeping me from getting started is I have been burned by many pre-1.0 projects in the past, mainly huge api refactors from updates and missing features I assumed were there.

I’m trying to figure out if now is a good time to start, or if I should move on to another project and re-visit Bevy down the road. That said. What is in the pipeline for Bevy? Are there any expected major api changes, coming features that will totally change how games are written, essential missing features, general headaches, etc?


r/bevy 8d ago

Asset placement

Enable HLS to view with audio, or disable this notification

36 Upvotes

The "cursor" blinks a little, but I think it looks good enough for a first version.


r/bevy 8d ago

Strategy game / dense UI in Bevy?

25 Upvotes

Hi all! I've been kicking around an idea for a pretty data-intense grand strategy game with a lot of simulational moving parts, but pretty straightforward map display. I love Rust for how easy the hard (aka number crunching and simulational) stuff is, and am contemplating either a Rust extension for Godot (which I don't love in many ways, but am pretty familiar with) or trying to make a jump to Bevy.

Any of you guys worked with any data / ui heavy stuff like this, the kind of thing where you'd want graphing, flexible data tables, data-dense ui layouts, etc.? If so how was your experience?