Bevy 0.17: ECS-driven game engine built in Rust
3 hours ago
- #rust
- #game-development
- #bevy-engine
- Bevy 0.17 released with contributions from 278 contributors and 1311 pull requests.
- New experimental feature: Bevy Solari for raytraced lighting.
- Improved Observers/Events API for better flexibility and documentation.
- Introduction of Headless Bevy UI Widgets and Bevy Feathers for tooling-focused widgets.
- Rust Hotpatching allows for hot-reloaded Rust code without restarting the program.
- Light Textures feature for artistic light intensity modulation.
- DLSS support for Nvidia RTX GPUs for anti-aliasing and upscaling.
- Tilemap Chunk Rendering for efficient tilemap rendering.
- Web Assets support for loading assets from HTTP/HTTPS URLs.
- Reflect Auto-Registration simplifies runtime reflection setup.
- Frame Time Graphs for debugging frame times in Bevy apps.
- UI Gradients for background and border gradients in UI.
- Raymarched Atmosphere for more accurate lighting.
- Virtual Geometry BVH Culling improves rendering performance.
- Event/Observer overhaul for clearer and more performant APIs.
- Bevy Feathers introduces a comprehensive UI widget set for tooling.
- Headless Bevy UI Widgets provide unstyled, standardized widgets.
- Light Textures allow textures to modulate light intensity.
- Hot Patching Systems enables modifying systems during execution.
- DLSS integration for higher quality and stable images.
- Tilemap Chunk Rendering as a step towards built-in tilemap support.
- ViewportNode for rendering camera output directly to UI nodes.
- Raymarched Atmosphere supports accurate views from above the atmosphere.
- Procedural Sun Disk for realistic sun lighting.
- Web Assets support loading assets from the web with caching options.
- Reflect Auto-Registration reduces boilerplate for reflection setup.
- Virtual Geometry BVH Culling removes previous cluster limits.
- Frame Time Graph helps visualize performance metrics.
- Text2d Drop Shadows and Text Background Colors enhance text rendering.
- UI Gradients and Per-side UI Border Colors improve UI styling.
- Specialized UI Transform replaces Transform for UI elements.
- Data-Driven Materials refactor for more dynamic material handling.
- Entity Spawn Ticks for tracking recently spawned entities.
- ButtonInput for Key provides layout-aware key input handling.
- Val helper functions simplify UI value construction.
- glTF Forward Semantics Configuration for consistent model orientation.
- RenderStartup Schedule improves renderer initialization.
- Component Propagation simplifies state coordination in hierarchies.
- Infinite Children support in the children! macro.
- Decoupling Bevy's Public API from Bevy Render for modularity.
- Consistent Naming Conventions for System Sets improve clarity.
- Future plans include BSN, improved UI framework, and first-party entity inspector.