Bevy is a data-driven game engine built in Rust. Bevy will always be free and open source. Developers can check out Bevy Assets, a collection of community-developed plugins, games, and learning resources.
After a total of 430 PRs from 159 contributors, Bevy version 0.9 was officially released after 3 months. This release adds a ton of new features, bug fixes and tweaks, here are some of the highlights:
- HDR post processing, tone mapping: Bevy has a new HDR post processing and tone mapping pipeline that can be used to achieve “bloom” post processing effects.
- FXAA: Added Fast Approximate Antialiasing, which gives users a new Screen Space Antialiasing option
- Deband Dithering: Use this new post-processing effect to hide errors in gradient accuracy
- Other post-processing improvements: view target double buffering and automatic render target format handling
- New Scene Format: Bevy’s new scene format is smaller, easier to manually compose, and easier to read. Available in “human readable” and “binary” forms.
- Code-driven scene building: dynamically build scenes from existing applications using queries and specific entity references
- Improved Entity/Component API: Generating entities with components is now simpler and more intuitive than before
- Reworked Exclusive systems: Exclusive systems (systems with unique access to ECS World) are now just “normal” systems, and their usability has been significantly improved.
- Bevy Reflect can now reflect enum types
- Time Shader: Time can now be passed to shaders as a global, making it easy to time-driven animations in custom shaders
- Plugin Settings: Plugins can now have settings that can be overridden in plugin groups, simplifying plugin configuration.
- Bevy UI Z-Indices: Use local and global Z-Indices to control how UI elements stack on top of each other
More details can be found at: https://bevyengine.org/news/bevy-0-9/
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