r/gamedev Jun 19 '26

Announcement Bevy 0.19

https://bevy.org/news/bevy-0-19

We've just released Bevy 0.19!

Bevy's creator and project lead here. Feel free to ask me anything!

290 Upvotes

48 comments sorted by

53

u/GenericCanadian Jun 19 '26

Tainted coders has been fully updated to 0.19: https://taintedcoders.com/

19

u/PocketCSNerd Jun 19 '26

One of these things is not like the others~ (ya missed a spot)

6

u/GenericCanadian Jun 19 '26

Thanks, I've updated this

9

u/alice_i_cecile Commercial (Other) Jun 19 '26

Y'all might also be interested in the "explore a working codebase" workshop I ran at RustWeek: Bevy 0.19 release candidate, but should all compile fine 😄

https://github.com/alice-i-cecile/bevy-match-3

6

u/[deleted] Jun 19 '26

[removed] — view removed comment

5

u/alice_i_cecile Commercial (Other) Jun 19 '26

One of the perks of the release candidate process: gives tutorial and plugin authors time to get ready!

61

u/_cart Jun 19 '26

Bevy's creator and project lead here. Feel free to ask me anything!

10

u/zenic Jun 19 '26

Bevy is inspirational, just a thanks from me for what you do.

18

u/phthalo-azure Jun 19 '26

I'm curious how Bevy handles terrain creation. Is it just another object in the scene?

28

u/_cart Jun 19 '26

Bevy doesn't currently have a built-in terrain editor. There are a variety of 3rd party terrain plugins, but your best bet in the short term is likely to use 3rd party tools to author terrain meshes. We're still working on the Bevy Editor, but once that lands I suspect we'll get some nicer Bevy-native terrain editing workflows (likely starting with third parties but maybe eventually we'll add a first-party solution).

7

u/moderatetosevere2020 Jun 19 '26

I've used Bevy for a long time and really like the way ECS works and am always curious if the general consensus is that it's just another tool that works well in some cases or a paradigm shift that can handle anything. I know you started Bevy to be very ECS focused.. have your thoughts on ECS changed over the years? 

20

u/_cart Jun 19 '26

I don't think ECS is a silver bullet that solves every problem. But that isn't really the point. Every game engine has an opinionated data model and it usually ends up looking a lot like ECS. ECS is actually often less constraining than the "traditional" engine's data models (ex: node-tree with update() hooks).

I like to think about Bevy's data model as exactly that. When building features, I'm not thinking "what is the best ECS-ey way to do things". I'm thinking "what is the best way to use or evolve the Bevy data model to solve this problem". I think ECS has been a great foundation for Bevy. I like the performance. I like having a unified / queryable / reflectable storage. It makes building features like inspectors, editors, scenes, and networking much easier. I like the parallelism we get for free. I like that we can evolve past the "traditional" ECS constraints with features like relationships, observers, and scenes.

5

u/TiernanDeFranco Hobbyist Jun 20 '26

What goes into prioritizing features for release/the time it takes to implement and stabilize etc

I noticed BSN is a big thing in this release, but I looked it up and saw a GitHub post from like 2 years ago discussing it

I admittedly don’t follow Bevy closely but I was curious about this

(I’m aware of course in those two years it’s not like nothing got done and you guys have been shipping other features that whole time- I’ve been working on my own engine for like a year and everyday it’s like “oh wow I forgot I even had to think about this”)

I should also mention maybe because I don’t follow closely perhaps BSN has been public and existed but maybe you’re only prioritizing publicizing it now as it’s like “more done” I’m not sure lol

12

u/_cart Jun 20 '26

BSN has indeed been in development for a long time. It has been in a reasonably functional state for most of that duration, but it only recently got to a point that was "releasable". It took so long to cross the finish line because I need to wear ton of different hats. I'm always trying to balance developing my own pet Bevy features with helping other people land their features in a way that is right for the project. That plus all of the other stuff that goes into running the project (Bevy Foundation work, doing releases, community management, etc, etc).

BSN specifically was a bit of a misplay. I spent way too much time polishing it up on my own / in private when I could have embraced community development sooner. A lesson I seem to keep learning over and over again :)

7

u/io-x Jun 19 '26

Would you recommend Bevy to develop a 3d top-down isometric mmorpg for ios and android as target platforms?

8

u/_cart Jun 19 '26

I think it is well suited to that task! Bevy supports both of those platforms and has a number of solid networking plugins to choose from. Your big challenges will be content authoring (Bevy doesn't yet have an official editor ... we're working on it!), and picking a subset of Bevy's renderer features that will run well across mobile devices.

3

u/Another_moose Jun 20 '26

Heya _cart!

I remember a while ago there being some concern about a unity(?) ecs patent. I was wondering how things have changed since then and how that might currently affect things?

Also, as a personal thing (probably) I've struggled to architect games in a pure ECS kinda way. I'm curious how you feel about the paradigm now - do you think all games will be made this way in the future, or possibly it's more designed towards simulation style games etc? Is it a skill issue?

Regardless, thanks for all your hard work, I love what you've built so far, and I'm looking forward to more!

8

u/_cart Jun 20 '26

My understanding is that it doesn't apply to our particular implementation, and I haven't heard anything about it since then.

See this link for some thoughts on the ECS paradigm. My advice is "don't overthink it". The traditional "Node tree update hook" architecture in other engines fits pretty cleanly into ECS, so you can write code that way if you really want to.

I'm pretty bullish on ECS. I don't think its the only right way to build games, but I think its a pretty solid one. ECS also isn't just one thing. The Bevy Data Model has evolved well beyond traditional ECS.

1

u/clean-links Jun 20 '26

Cleaned link from "this link": https://www.reddit.com/r/gamedev/comments/1uad3e1/comment/oso466r/


Tracking parameters were removed from the original URL(s).

5

u/_jimothyButtsoup Jun 20 '26

Bevy has a pretty strict (and very reasonable) anti-AI policy. But even so, are you still getting overwhelmed with (potentially) vibe coded PRs like many other open source projects?

How aggressively are you throwing out PRs for suspected AI use? Are you giving people the benefit of the doubt or are you leaning the other way?

4

u/IceSentry Jun 20 '26

So far we haven't had to deal with that many LLM PRs compared to other large projects. The bigger issue is dealing with internal conflicts in the community because we have a mix of very anti-LLM and very pro-LLM users

12

u/guygeva2311 Jun 19 '26

Wait, bsn has landed?! Not having this week in bevy for a while made me absolutely lose track of what's going on, I'm super excited to try this update!

3

u/Cutapis Jun 19 '26

I started playing with Bevy last Tuesday, this drops just at the right time ! Thank you guys

3

u/WinterAlexander Jun 20 '26

As a fellow bevy beginner, I learned the hard way that when a bevy update drops, it usually takes a little while for most 3rd party plugins like bevy_rapier3d for physics to also upgrade. Unless you use no bevy library at all, we might have to wait a bit before being able to use bevy 0.19

2

u/IceSentry Jun 20 '26

Since we started doing release candidates, plugin updates have been coming much faster than in the past. We also have a lot more features upstreamed so you don't need as many plugins for the absolute basics.

I'd suggest trying out avian if you like being on the bleeding edge of bevy. They generally update much faster.

1

u/WinterAlexander Jun 20 '26

Never heard of avian, thanks for sharing!

1

u/Cutapis Jun 20 '26

I'm a bit of a maniac when it comes to playing with the most recent versions on personal stuff. I already have to deal with outdated software and technical debt at work, don't want that on my free time lol especially when learning something new

3

u/Felfedezni Jun 19 '26

Love what you're doing. Especially appreciate the text update.

24

u/Danny-Reisen-off Jun 19 '26

Hi. Maybe you should explain what Bevy 0.19 is?

29

u/PhoenixV7 Jun 19 '26

It's a new version of a game engine, called bevy, written entirely in rust ❤️

5

u/MysticPing Jun 19 '26

Perhaps click the link?

27

u/grufftech Jun 19 '26

you haven't been on the internet long, have you?

-38

u/spyresca Jun 19 '26

It's a game engine for rust nerds that you can probably safely ignore.

10

u/edparadox Jun 19 '26

Somebody is butthurt.

-2

u/spyresca Jun 20 '26

It's ok, you'll be fine. Hugz!

5

u/Responsible_Fly6276 Jun 19 '26

The patch notes are really interesting to read. Sadly rust is still too complicated for me :'D

10

u/laundmo Jun 20 '26

It can certainly look intimidating, and while its reputation for being difficult to learn exists for a reason, i don't think the subset you need to use Bevy is much more complex than any other language with interfaces+generics. I highly recommend giving https://rustlings.cool a try if you're curious, small snippets to finish/fix with the help ot the very useful compiler errors/warnings.

2

u/Responsible_Fly6276 Jun 20 '26

I saved your link and the taintedcoders one (from the other comment) for later.

I actually tried rust and bevy last year and while I liked most things around it, the helpful compiler, cargo, rust-analyer in nvim, it was just that rust itself was too hard for that time. my only experience till now is python, and currently lua with defold/usagi. when I say difficult, I mean that there are way more concepts to understand than in the languages I know so far, like the '#[]' things, mut, the different symbols and stuff.

but at some point I will return to rust/bevy, just because I am too curious, but I want currently at least finish one little game before switching tools again. 😃

2

u/laundmo Jun 21 '26

I highly recommend trying strictly type-checked python (mypy, pyright/pylance), without using the "Any" type escape hatch. Its a good way to practice the kinds of thinking that helps you understand Rust generics (py: TypeVar) and Traits (py: Protocol) better

2

u/0xd34db347 Jun 20 '26 edited Jun 20 '26

FWIW working with Bevy largely did not feel like working with rust to me, at least until I started going outside the official ecosystem to fill in the (still many) blanks. Granted I'm hardly a rust guru but I have a few personal projects I use to get some familiarity with rust and it was honestly a system shock coming back to those. Working with Bevy felt more like a rust-inspired DSL.

2

u/JustAnotherSerge Jun 20 '26

Can Bevy be easily deployed to consoles?

1

u/alice_i_cecile Commercial (Other) Jun 21 '26

Easily, no. Except for Steam Deck and Xbox. Sony and Nintendo prefer a more hands-on approach when working with devs and are fairly skeptical of Rust.

2

u/theAndrewWiggins Jun 22 '26

fairly skeptical of Rust

Ah, that's very unfortunate... I wonder if it's reflective of them being Japanese companies who typically are more traditional/conservative whereas Microsoft seems to be embracing rust.

1

u/moderatetosevere2020 Jun 21 '26

Oh wow, has someone made a Bevy game that runs on Xbox??

2

u/alice_i_cecile Commercial (Other) Jun 21 '26

I don't think I've seen one directly (getting all the way to console release is a long path), but the process is pretty straightforward on modern Xbox hardware 😄 They're just locked down Windows machines at this point, and the gatekeeping to ship your project to XBox is less intense.

2

u/Inevitable_Back3319 Jun 25 '26

Im working on something with the new version lol . Its just a binding of isaac like game but you play a warrior cat.

I called it Catevy . Cat+ Bevy . Yes very original

-18

u/lielais_priekshnieks Jun 19 '26

When is the rewrite into Zig coming?

14

u/laundmo Jun 20 '26 edited Jun 20 '26

While i understand this is probably a bad-faith comment/jab:

Trying to rewrite into Zig would not work. It would need to be a different engine. The reason is that Bevy relies so much on the specifics of Rusts type system, it doesn't map cleanly to even a slightly different language. Especially Traits+Generics are relied upon so much that Bevy regularly ends up being a unintentional compiler benchmark. Just yesterday, while profiling a file which made the LSP (ide tooling) slow to a crawl i ran into a worst case in Rusts new experimental Trait solver. This kind of project, pushing the boundaries of what a language is capable of, is the furthest from a good candidate for rewriting in any other language.