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 Rust’s 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 – Initial public release

2020 – ECS and rendering improvements

2021 – 0.5: UI and plugin system stabilization

2022 – 0.7: Render pipeline refactor and WASM support

2023–2025 – 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