Learn BEVY with Real Code Examples
Updated Nov 24, 2025
Explain
Bevy uses Rust and provides a data-driven Entity Component System (ECS) for managing game logic efficiently.
It has a built-in renderer using wgpu (WebGPU), supporting modern graphics APIs.
Bevy includes systems for input handling, audio, physics integration, asset management, and UI with its own Bevy UI toolkit.
Developers benefit from Rustβs safety, performance, and concurrency while building games that can run on Windows, macOS, Linux, and WebAssembly.
Bevy is ideal for high-performance 2D/3D games, prototypes, simulations, and experimental Rust projects.
Core Features
System scheduling for ECS
Scene management via entities/components
Input handling across platforms
Camera and transform management
Audio and asset pipelines
Basic Concepts Overview
Entities are game objects
Components are data attached to entities
Systems operate on entities/components
Resources store global state
Plugins organize functionality
Project Structure
src/main.rs (core logic)
assets/ (images, audio, shaders)
Cargo.toml (dependencies and settings)
plugins/ (optional custom Bevy plugins)
systems/ (game logic organization)
Building Workflow
Define entities and attach components
Write systems to manipulate entity data
Add Bevy plugins for rendering, input, and audio
Build UI using Bevy UI toolkit
Compile and run via `cargo run` for desktop or WASM
Difficulty Use Cases
Beginner: simple 2D sprite movement
Intermediate: ECS-based game logic and UI
Advanced: physics, AI, and 3D scenes
Expert: custom rendering pipelines and shaders
Studio-level: large modular Bevy projects
Comparisons
Bevy vs Unity: Bevy is Rust-native ECS; Unity is editor-first and C#-based
Bevy vs Godot: Bevy is ECS-first and code-centric; Godot provides editor + GDScript
Bevy vs LibGDX: Bevy uses Rust; LibGDX uses Java/Kotlin
Bevy vs Phaser: Bevy for native and WASM, Phaser for HTML5 web
Bevy excels in safety, performance, and Rust-native ECS
Versioning Timeline
2019 β Initial public release
2020 β ECS and rendering improvements
2021 β 0.5: UI and plugin system stabilization
2022 β 0.7: Render pipeline refactor and WASM support
2023β2025 β 0.10+ performance, 3D, and ecosystem growth
Glossary
Entity: a game object
Component: data attached to an entity
System: logic that runs on entities
Resource: global state data
Plugin: modular engine extension