Draft:Bevy (game engine)
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This draft's references do not show that the subject meets Wikipedia's criteria for inclusion for web content. The draft requires multiple published secondary sources that:
Declined by Tavantius 22 months ago.
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This draft's references do not show that the subject meets Wikipedia's criteria for inclusion. The draft requires multiple published secondary sources that:
Declined by Greenman 3 years ago.
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Comment: Two sources are from the game engine itself, while the other one is from a graphics library. Please find scholary sources or reliable news coverage prior to resubmitting. Tavantius (talk) 16:24, 1 October 2024 (UTC)
| Bevy | |
|---|---|
| Original author | Carter Anderson |
| Developer | Bevy contributors |
| Release | August 10, 2020 |
| Stable release | 0.19[1]
/ 19 June 2026 |
| Written in | Rust |
| Type | Game engine |
| License | MIT, Apache 2.0 |
| Website | bevy |
| Repository | github |
Bevy is a free and open-source game engine and application framework written in Rust. It uses a data-oriented architecture based on an entity component system (ECS), in which behavior is implemented by systems that operate on entities composed from components.[2][3]
History
[edit]Carter Anderson announced Bevy 0.1 on 10 August 2020, describing it as a data-driven game engine and application framework built in Rust.[4] The software is distributed under either the MIT License or Apache License 2.0.[5]
Architecture
[edit]Bevy is organized around an entity component system. In a 2023 study on offloading physics computation for computer games, Fatih Mustafa Kurt and Bahri Atay Özgövde described Bevy as using a game world and a system scheduler. The game world stores entities, components, and resources, while systems operate on selected entities and components. The study also described Bevy's plugin architecture, under which functionality such as rendering and audio can be provided through plugins.[3]
A 2025 paper in Proceedings of the ACM on Programming Languages surveyed several open-source ECS frameworks and identified Bevy ECS as a Rust ECS framework developed for the Bevy game engine.[2] The paper discussed Bevy ECS in the context of entity generation, archetype storage, and system scheduling. It noted that Bevy ECS uses generational indexing for entity identifiers, uses an archetype-style component storage strategy, and supports semi-automated scheduling of systems.[2] The paper also discussed how Bevy ECS uses Rust's borrowing rules to avoid conflicting concurrent access to component data, and how structural changes such as creating entities or modifying their components can be deferred through buffered commands.[2]
Use
[edit]Bevy has been used in research prototypes and simulation software. Kurt and Özgövde implemented an edge-gaming experiment using Bevy as the game engine and Rapier as the physics engine.[3] Research on agent-based modeling has also used Bevy as a visualization component and has experimented with restructuring simulation logic around Bevy's ECS model.[6] A 2024 article in the Journal of Artificial Societies and Social Simulation described Bevy as an open-source, data-driven Rust game engine used in the context of Rust-based agent-based modeling and simulation tools.[7]
The early prototype for Tiny Glade was built using Bevy. In a 2024 interview with 80 Level, developers Anastasia Opara and Tomasz Stachowiak said they continued using a modified version of Bevy while developing custom rendering solutions for the game.[8]
Development status
[edit]A 2023 overview of Rust game engines by LogRocket described Bevy as a data-driven game engine still in the early stages of development and likely to undergo significant changes, while noting its ECS architecture and 2D and 3D rendering support.[9]
References
[edit]- ↑ "Bevy 0.19". Bevy. 19 June 2026. Retrieved 24 June 2026.
- 1 2 3 4 Redmond, Patrick; Castello, Jonathan; Calderón Trilla, José Manuel; Kuper, Lindsey (October 2025). "Exploring the Theory and Practice of Concurrency in the Entity-Component-System Pattern". Proceedings of the ACM on Programming Languages. 9 (OOPSLA2) 272. arXiv:2508.15264. doi:10.1145/3763050.
- 1 2 3 Kurt, Fatih Mustafa; Özgövde, Bahri Atay (2023). "Edge Computing for Computer Games by Offloading Physics Computation". Gazi University Journal of Science Part A: Engineering and Innovation. 10 (3): 310–326. doi:10.54287/gujsa.1338594.
- ↑ Anderson, Carter (10 August 2020). "Introducing Bevy 0.1". Bevy. Retrieved 29 May 2026.
- ↑ "bevy 0.18.1". Docs.rs. Retrieved 29 May 2026.
- ↑ Ambrosio, Antonio; De Vinco, Daniele; Foglia, Francesco; Spagnuolo, Carmine; Scarano, Vittorio (2025). "The impact of ECS logic on parallel performance in agent-based model simulations" (PDF). CEUR Workshop Proceedings. Vol. 4124. Retrieved 29 May 2026.
- ↑ Antelmi, Alessia; Caramante, Pasquale; Cordasco, Gennaro; D'Ambrosio, Giuseppe; De Vinco, Daniele; Foglia, Francesco; Postiglione, Luca; Spagnuolo, Carmine (2024). "Reliable and Efficient Agent-Based Modeling and Simulation". Journal of Artificial Societies and Social Simulation. 27 (2) 4. doi:10.18564/jasss.5300. Retrieved 29 May 2026.
- ↑ McKenzie, Theodore (30 May 2024). "Exclusive: Tiny Glade Developers Discuss Bevy, Proceduralism, Publishers & Cozy Games". 80 Level. Retrieved 29 May 2026.
- ↑ "5 Rust game engines to consider for your next project". LogRocket Blog. 22 December 2023. Retrieved 29 May 2026.

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