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Light mode in selected sections #1771

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2286a46
wip: Replace SCSS vars with CSS vars
lynnpepin Aug 4, 2024
834b936
wip: Convert existing theme to css var where applicable
lynnpepin Aug 4, 2024
a376768
wip: First draft light theme
lynnpepin Aug 4, 2024
93e1964
feat: Better colors and restore syntax highlighting dark themes
lynnpepin Aug 4, 2024
de1fe07
wip: Light mode; updated main page and created inverted images
lynnpepin Aug 6, 2024
73a3855
wip: Replace card syntax theme background
lynnpepin Aug 6, 2024
8ce55b2
wip: More images fixed
lynnpepin Aug 10, 2024
6b8c603
TODOs.md-- dinky tracker for what's left
lynnpepin Aug 10, 2024
d71186b
TODOs.md-- Add all the news items
lynnpepin Aug 10, 2024
17c1999
wip: Inverted charts in news to make them legible in light mode
lynnpepin Aug 10, 2024
8a690a9
fix news bevy 0.12
lynnpepin Aug 16, 2024
d548176
lightmode 404
lynnpepin Aug 16, 2024
889937d
lightmode hamburger menu
lynnpepin Aug 16, 2024
d3f24b6
wip: Add dark background to news frontmatter
lynnpepin Aug 18, 2024
897f2ef
wip: Fix misc colors here and there
lynnpepin Aug 18, 2024
19ad124
wip: Clean up old files
lynnpepin Aug 18, 2024
0fafc0a
fix: woops, deleted the inverted logo
lynnpepin Aug 18, 2024
42767ae
Merge branch 'bevyengine:main' into main
lynnpepin Aug 18, 2024
9bbbe5b
wip: Merge in from main, review pages
lynnpepin Aug 18, 2024
714da27
Sync with `main`
doup Nov 3, 2024
ca1ca7c
Refactor CSS tokens to be more "semantic"
doup Nov 4, 2024
e74bf33
Fix color issues
doup Nov 4, 2024
c960a97
Enable light-mode on selected sections: for now just doc pages
doup Nov 5, 2024
e800667
Minor tweaks
doup Nov 5, 2024
5f9e42e
Minor tweaks
doup Nov 5, 2024
0874c83
Merge commit '402314e6a1ae450052fdceaca4a45f2244736945' into refactor…
doup Nov 6, 2024
8959a1a
Merge commit 'b0fd7809f0ab02c128374815c87c713ecfc5e9b7' into refactor…
doup Nov 10, 2024
bb12470
Merge commit 'f8c775e8a10fb17bdb31f7533c79236f16a2a032' into refactor…
doup Nov 11, 2024
169a062
Merge commit 'fa9372988a76260f485ab17fff181d65d15eb6fa' into refactor…
doup Nov 14, 2024
fd8ae6f
Merge commit 'dfa0f1f63bed1700703ef8d970b2fcafee020e57' into refactor…
doup Nov 22, 2024
85ecbf4
Merge commit 'e7d9219fa9c28301ac1df01788c5e0c87d1b0d99' into refactor…
doup Nov 28, 2024
fcfec25
Merge commit '3e58ac1dba78b7c329eea16eeeeff0b75d2362ec' into refactor…
doup Nov 29, 2024
764413a
Merge branch 'main' into refactor-css-var-tokens
doup Dec 2, 2024
dc03584
Merge branch 'main' into refactor-css-var-tokens
doup Dec 3, 2024
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38 changes: 38 additions & 0 deletions TODOs.md
Original file line number Diff line number Diff line change
@@ -0,0 +1,38 @@
TODOs for the light mode theme:

- [x] Invert SVGs
- [x] Invert most images
- [x] Get body text legible
- [x] Get all text legible
- [x] Remove un-necessary `-inverted.svg` files
- [x] Fix images:
- [x] Hamburger menu
- [x] /404.html
- [x] news
- [x] news/introducing-bevy/
- [x] and other instances of `bevy_logo_dark.svg`.
- [x] charts on ~~news/bevy-0-2/, 0-3/, 0-4/, 0-5/, 0-6/, 0-8/, 0-12/~~,
- [x] news/community-reflection-on-bevys-third-year/
- [x] frontmatter
- Rather than individually addressing each image, I simply changed the CSS
- [ ] ~~bevy birthday~~
- [ ] ~~scaling bevy~~
- [ ] ~~webgpu.svg~~
- [ ] ~~foundation~~
- [x] Give the colors another pass; make it look good!
- [x] Donate page
- [x] Error/Warn/Info boxes
- [x] The rest!
- [x] Merge in from `main`
- [x] Check new pages:
- [x] Bevy fourth birthday
- [x] `contributing/`
- [x] Generate assets and look through those, too
- [x] generate_assets
- [x] generate_examples
- [x] generate_errors
- [ ] Update preview
- [ ] Theme toggle: https://css-tricks.com/a-complete-guide-to-dark-mode-on-the-web/
- [ ] Make MVP as separate project: Three-state Javascript toggle, defaults to dark, except without JS, defaults to prefers-system color scheme
- [ ] Retrofit into existing theme
- [ ] Ping BD103 on the PR once it's ready:
6 changes: 3 additions & 3 deletions content/news/2020-08-10-introducing-bevy/index.md
Original file line number Diff line number Diff line change
Expand Up @@ -162,11 +162,11 @@ Bevy ECS does both of these things about as well as it can. According to the pop

#### System Iteration (in nanoseconds, less is better)

![ecs iter performance graph](ecs_iter.svg)
<img alt="ecs iter performance graph" src="ecs_iter.svg" class="inverted">

#### World Setup (in nanoseconds, less is better)

![ecs iter performance graph](ecs_build.svg)
<img alt="ecs iter performance graph" src="ecs_build.svg" class="inverted">

Note that `ecs_bench` is a single threaded benchmark, so it doesn't illustrate the multi-threading capabilities of these framework. And as always, please be aware that `ecs_bench` is a micro benchmark and it doesn't illustrate the performance of a complex game. There is a lot of nuance in the ECS performance space and each of the ECS implementations above will perform differently under different workloads.

Expand Down Expand Up @@ -1198,4 +1198,4 @@ If any of this sounds interesting to you, I encourage you to check out [Bevy on

I want Bevy to become a vibrant developer community ... thats actually why I chose the name! A Bevy is a group of birds, just like we are a group of game developers. Join the Bevy!

<img src="/assets/bevy_logo_dark.svg" style="height: 4.0rem; margin-top: 2.0rem" />
<img src="/assets/bevy_logo_dark.svg" style="height: 4.0rem; margin-top: 2.0rem" class="inverted"/>
4 changes: 2 additions & 2 deletions content/news/2020-09-19-bevy-0.2/index.md
Original file line number Diff line number Diff line change
Expand Up @@ -32,11 +32,11 @@ We decided to resolve this problem by building a custom async-friendly task syst

### Total Combined Percent CPU Usage - 8 Core Machine (smaller is better)

![threading cpu usage 8 core](bevy_tasks_1.svg)
<img alt="threading cpu usage 8 core" src="bevy_tasks_1.svg" class="inverted">

### Total Combined Percent CPU Usage - 32 Core Machine (smaller is better)

![threading cpu usage 32 core](bevy_tasks_2.svg)
<img alt="threading cpu usage 32 core" src="bevy_tasks_2.svg" class="inverted">

## Initial Web Platform Support

Expand Down
8 changes: 4 additions & 4 deletions content/news/2020-11-03-bevy-0.3/index.md
Original file line number Diff line number Diff line change
Expand Up @@ -279,7 +279,7 @@ Bevy had a number of nice performance improvements this release:

Note: these numbers are for getting a component 100,000 times, not for an individual component lookup

![getting an entity's component](ecs_get_component.svg)
<img alt="getting an entity's component" src="ecs_get_component.svg" class="inverted">

This is where the big wins were. By removing locks and safety checks from Query systems, we were able to _significantly_ reduce the cost of retrieving a specific entity's component from within a system.

Expand All @@ -300,15 +300,15 @@ Additionally, here are some relevant [ecs_bench_suite](https://github.com/rust-g

#### Component Insertion (in microseconds, smaller is better)

![component insertion](ecs_simple_insert.svg)
<img alt="component insertion" src="ecs_simple_insert.svg" class="inverted">

#### Component Add/Remove (in milliseconds, smaller is better)

![component add/remove](ecs_add_remove.svg)
<img alt="component add/remove" src="ecs_add_remove.svg" class="inverted">

#### Fragmented Iteration (in nanoseconds, smaller is better)

![fragmented iteration](ecs_frag_iter.svg)
<img alt="fragmented iteration" src="ecs_frag_iter.svg" class="inverted">

### Thread Local Resources

Expand Down
8 changes: 4 additions & 4 deletions content/news/2020-12-19-bevy-0.4/index.md
Original file line number Diff line number Diff line change
Expand Up @@ -463,7 +463,7 @@ This _significantly_ reduces iterative compile times. Check out how long it take

### Time To Compile Change To 3d_scene Example (in seconds, less is better)

![fast_compiles](fast_compiles.svg)
<img alt="fast_compiles" src="fast_compiles.svg" class="inverted">

We added a cargo feature to easily enable dynamic linking during development

Expand Down Expand Up @@ -513,19 +513,19 @@ For the first optimization round, I incrementalized as much as I could:

#### Frame Time to Draw 10,000 Static Sprites (in milliseconds, less is better)

![bevy_round1_static](bevy_round1_static.svg)
<img alt="bevy_round1_static" src="bevy_round1_static.svg" class="inverted">

#### Frame Time to Draw 10,000 Moving Sprites (in milliseconds, less is better)

![bevy_round1_dynamic](bevy_round1_dynamic.svg)
<img alt="bevy_round1_dynamic" src="bevy_round1_dynamic.svg" class="inverted">

### Optimize Text Rendering (and other immediate rendering)

Text Rendering (and anything else that used the `SharedBuffers` immediate-rendering abstraction) was _extremely_ slow in prior Bevy releases. This was because the `SharedBuffers` abstraction was a placeholder implementation that didn't actually share buffers. By implementing the "real" `SharedBuffers` abstraction, we got a pretty significant text rendering speed boost.

#### Frame Time to Draw "text_debug" Example (in milliseconds, less is better)

![text_rendering](text_rendering.svg)
<img alt="text_rendering" src="text_rendering.svg" class="inverted">

### Mailbox Vsync

Expand Down
6 changes: 3 additions & 3 deletions content/news/2021-04-06-bevy-0.5/index.md
Original file line number Diff line number Diff line change
Expand Up @@ -147,7 +147,7 @@ app.register_component(

This benchmark illustrates adding and removing a single 4x4 matrix component 10,000 times from an entity that has 5 other 4x4 matrix components. The "other" components are included to help illustrate the cost of "table storage" (used by Bevy 0.4, Bevy 0.5 (Table), and Legion), which requires moving the "other" components to a new table.

![component add/remove](add_remove_big.svg)
<img alt="component add/remove" src="add_remove_big.svg" class="inverted">

You may have noticed that **Bevy 0.5 (Table)** is also _way_ faster than **Bevy 0.4**, even though they both use "table storage". This is largely a result of the new [Archetype Graph](https://github.com/bevyengine/bevy/pull/1525), which significantly cuts the cost of archetype changes.

Expand Down Expand Up @@ -181,15 +181,15 @@ We have achieved some pretty significant performance wins as a result of the new

This benchmark runs a query that matches 5 entities within a single archetype and _doesn't_ match 100 other archetypes. This is a reasonable test of "real world" queries in games, which generally have many different entity "types", most of which _don't_ match a given query. This test uses "table storage" across the board.

![sparse_frag_iter](sparse_frag_iter.svg)
<img alt="sparse_frag_iter" src="sparse_frag_iter.svg" class="inverted">

**Bevy 0.5** marks a huge improvement for cases like this, thanks to the new "stateful queries". **Bevy 0.4** needs to check every archetype each time the iterator is run, whereas **Bevy 0.5** amortizes that cost to zero.

#### Fragmented Iterator Benchmark (in milliseconds, less is better)

This is the [ecs_bench_suite](https://github.com/rust-gamedev/ecs_bench_suite) `frag_iter` benchmark. It runs a query on 27 archetypes with 20 entities each. However unlike the "Sparse Fragmented Iterator Benchmark", there are no "unmatched" archetypes. This test uses "table storage" across the board.

![frag_iter](frag_iter.svg)
<img alt="frag_iter" src="frag_iter.svg" class="inverted">

The gains here compared to the last benchmark are smaller because there aren't any unmatched archetypes. However **Bevy 0.5** still gets a nice boost due to better iterator/query impls, amortizing the cost of matched archetypes to zero, and for_each iterators.

Expand Down
12 changes: 6 additions & 6 deletions content/news/2021-08-10-bevys-first-birthday/index.md
Original file line number Diff line number Diff line change
Expand Up @@ -20,7 +20,7 @@ For those who don't know, Bevy is a refreshingly simple data-driven game engine

## A Year of Milestones

![milestones](milestones.svg)
<img src="milestones.svg" alt="milestones" class="img-in-card" />

* **August 10**: [Bevy 0.1](/news/introducing-bevy/)
* Bevy's first public release! After months of working incognito, I released Bevy to the world. It was by no means complete, but it had most of the pillars in place to show the world what Bevy is (and could be): a modern and flexible renderer built on top of a modular Render Graph, a custom ECS with unrivaled ergonomics and competitive performance, 2D and 3D rendering features, asset handling, a modular app model that blurs the lines between engine developers and app developers, a custom UI system that integrates deeply with the engine, scenes, hot reloading, and blissfully productive iterative compile times.
Expand Down Expand Up @@ -52,7 +52,7 @@ For those who don't know, Bevy is a refreshingly simple data-driven game engine

## A Year By The Numbers

![numbers](numbers.svg)
<img src="numbers.svg" alt="numbers" class="img-in-card" />

* **255** unique Bevy contributors on [GitHub](https://github.com/bevyengine)
* **10,030** [GitHub](https://github.com/bevyengine) stars
Expand All @@ -70,7 +70,7 @@ For those who don't know, Bevy is a refreshingly simple data-driven game engine

## Things I'm Proud Of

![proud](proud.svg)
<img src="proud.svg" alt="proud" class="img-in-card" />

### _Our_ Engine

Expand Down Expand Up @@ -156,7 +156,7 @@ We're starting to see paid Bevy jobs pop up and some of them are resulting in op

## There is Always Room for Improvement

![improve](improve.svg)
<img src="improve.svg" alt="improve" class="img-in-card" />

### Delegating Work and Responsibility

Expand Down Expand Up @@ -227,7 +227,7 @@ Never thought I'd say those words but here we are. I have a pretty big backlog o

## The Next Year of Bevy

![next year](next_year.svg)
<img src="next_year.svg" alt="next year" class="img-in-card" />

Here are some of my plans for the next year:

Expand Down Expand Up @@ -260,4 +260,4 @@ I'm looking forward to spending the next year with you all!

\- [@cart](https://github.com/cart/)

<img src="/assets/bevy_logo_dark.svg" style="height: 4.0rem; margin-top: 1.5rem" />
<img src="/assets/bevy_logo_dark.svg" style="height: 4.0rem; margin-top: 1.5rem" class="inverted"/>
4 changes: 2 additions & 2 deletions content/news/2022-01-08-bevy-0.6/index.md
Original file line number Diff line number Diff line change
Expand Up @@ -105,7 +105,7 @@ As a quick callout, pipelined rendering doesn't _actually_ happen in parallel ye

<div class="release-feature-authors">authors: @cart</div>

![render graph](render_graph.svg)
<img alt="render graph" src="render_graph.svg" class="inverted">

The New Bevy Renderer has a Render Graph, [much like the old Bevy renderer](/news/introducing-bevy/#render-graph). Render Graphs are a way to logically model GPU command construction in a modular way. Graph Nodes pass GPU resources like Textures and Buffers (and sometimes Entities) to each other, forming a directed acyclic graph. When a Graph Node runs, it uses its graph inputs and the Render World to construct GPU command lists.

Expand Down Expand Up @@ -215,7 +215,7 @@ We also have big plans to make [`Material`] even better:

<div class="release-feature-authors">authors: Rob Swain (@superdump)</div>

[![view frustum](ViewFrustum.svg)](https://en.wikipedia.org/wiki/Viewing_frustum#/media/File:ViewFrustum.svg)
[<img alt="view frustum" src="ViewFrustum.svg" class="inverted">](https://en.wikipedia.org/wiki/Viewing_frustum#/media/File:ViewFrustum.svg)

Drawing things is expensive! It requires writing data from the CPU to the GPU, constructing draw calls, and running shaders. We can save a lot of time by _not_ drawing things that the camera can't see. "Frustum culling" is the act of excluding objects that are outside the bounds of the camera's "view frustum", to avoid wasting work drawing them. For large scenes, this can be the difference between a crisp 60 frames per second and chugging to a grinding halt.

Expand Down
4 changes: 2 additions & 2 deletions content/news/2022-07-30-bevy-0.8/index.md
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Expand Up @@ -542,7 +542,7 @@ When possible, **Bevy 0.8** now uses "unstable sorts" (currently "radix sort"),

### many_cubes stress test "opaque phase" sort times (in milliseconds, less is better)

![unstable sort](unstable_sort.svg)
<img alt="unstable sort" src="unstable_sort.svg" class="inverted">

## Vertex Colors

Expand Down Expand Up @@ -744,7 +744,7 @@ This new representation sped up schedule construction by ~30%!

### time to prepare and compute schedule with 100 systems (in milliseconds, less is better)

![label bench](label_bench.svg)
<img alt="label bench" src="label_bench.svg" class="inverted">

This change also removed a number of trait requirements from our label derives:

Expand Down
12 changes: 6 additions & 6 deletions content/news/2022-08-10-bevys-second-birthday/index.md
Original file line number Diff line number Diff line change
Expand Up @@ -20,7 +20,7 @@ For those who don't know, Bevy is a refreshingly simple data-driven game engine

## A Year of Milestones

![milestones](milestones.svg)
<img src="milestones.svg" alt="milestones" class="img-in-card" />

* **January 1**: Alice Cecile (@alice-i-cecile) gets scoped merge rights for documentation work.
* **January 8**: [Bevy 0.6](/news/bevy-0-6)
Expand All @@ -47,7 +47,7 @@ For those who don't know, Bevy is a refreshingly simple data-driven game engine

## A Year By The Numbers

![numbers](numbers.svg)
<img src="numbers.svg" alt="numbers" class="img-in-card" />

* **470** unique Bevy contributors on [GitHub](https://github.com/bevyengine) (up from 255)
* **17,830** [GitHub](https://github.com/bevyengine) stars (up from 10,030)
Expand All @@ -67,7 +67,7 @@ Note that for consistency and clarity all of these numbers are given in "absolut

## Things I'm Proud Of

![proud](proud.svg)
<img src="proud.svg" alt="proud" class="img-in-card" />

I'll try not to repeat myself here, but note that I am still extremely proud of the [things I outlined in last year's retrospective](/news/bevys-first-birthday).

Expand Down Expand Up @@ -130,7 +130,7 @@ Of course, my "Bevy is still young and we make breaking changes regularly" warni

## There Is Always Room For Improvement

![improve](improve.svg)
<img src="improve.svg" alt="improve" class="img-in-card" />

### Bevy 0.6 Took Too long

Expand Down Expand Up @@ -190,7 +190,7 @@ I think we made the right calls here: we had a lot of foundational work to do, e

## The Next Year of Bevy

![next year](next_year.svg)
<img src="next_year.svg" alt="next year" class="img-in-card" />

Here are some of our "big ticket" items planned for the next year. I'm keeping this list smaller and more scoped than last year because some of these items are _huge_ efforts and I was clearly overconfident in my predictions last year. That being said, I think we now have a better understanding of where we are in our "tech tree", we've started scaling out the Bevy Org and delegating effectively, and we are more capable of prioritizing these things (instead of needing to direct efforts to other foundational pieces). I believe we will make all of these things happen.

Expand All @@ -211,4 +211,4 @@ This year is going to be a big one for Bevy. I'm looking forward to spending it

\- [@cart](https://github.com/cart/)

<img src="/assets/bevy_logo_dark.svg" style="height: 4.0rem; margin-top: 1.5rem" />
<img src="/assets/bevy_logo_dark.svg" style="height: 4.0rem; margin-top: 1.5rem" class="inverted" />
6 changes: 2 additions & 4 deletions content/news/2023-05-17-bevy-webgpu/webgpu.svg
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12 changes: 6 additions & 6 deletions content/news/2023-08-10-bevys-third-birthday/index.md
Original file line number Diff line number Diff line change
Expand Up @@ -22,7 +22,7 @@ For those who don't know, Bevy is a refreshingly simple data-driven game engine

## A Year of Milestones

![milestones](milestones.svg)
<img src="milestones.svg" alt="milestones" class="img-in-card" />

* **August 19**: [Bevy Jam #2: Combine](https://itch.io/jam/bevy-jam-2)
* The second official Bevy game jam! 404 people joined, 85 people submitted games, and people left 2,674 ratings. [USA Football League Scouting Combine XLV](https://ramirezmike2.itch.io/usa-football-league-scouting-combine-xlv) won!
Expand All @@ -43,7 +43,7 @@ For those who don't know, Bevy is a refreshingly simple data-driven game engine

## A Year By The Numbers

![numbers](numbers.svg)
<img src="numbers.svg" alt="numbers" class="img-in-card" />

* **741** unique Bevy contributors on [GitHub](https://github.com/bevyengine) (up from 470)
* **25,222** [GitHub](https://github.com/bevyengine) stars (up from 17,830)
Expand All @@ -63,7 +63,7 @@ Note that for consistency and clarity all of these numbers are given in "absolut

## Things I'm Proud Of

![proud](proud.svg)
<img src="proud.svg" alt="proud" class="img-in-card" />

I'll try not to repeat myself here, but note that I am still extremely proud of the things I outlined in Bevy's [First Birthday](/news/bevys-first-birthday) and [Second Birthday](/news/bevys-second-birthday) posts.

Expand Down Expand Up @@ -123,7 +123,7 @@ I am very fortunate to work with such capable people. Bevy would be a very diffe

## There Is Always Room For Improvement

![improve](improve.svg)
<img src="improve.svg" alt="improve" class="img-in-card" />

### I Want to Write More (of my own) Code

Expand Down Expand Up @@ -210,7 +210,7 @@ We did not replace the Bevy Book with the New Bevy Book. We _have_ however, fina

## The Next Year of Bevy

![next year](next_year.svg)
<img src="next_year.svg" alt="next year" class="img-in-card" />

I am no longer outlining explicit "plans for the next year", as I have twice now been pretty bad at making predictions. The Bevy Community and I take a relatively organic and reactive approach to developing Bevy. It doesn't make sense to outline a long list of "plans" when that isn't really how development works in practice.

Expand All @@ -231,4 +231,4 @@ I'm looking forward to spending another year building Bevy with you all!

\- [@cart](https://github.com/cart/)

<img src="/assets/bevy_logo_dark.svg" style="height: 4.0rem; margin-top: 1.5rem" />
<img src="/assets/bevy_logo_dark.svg" style="height: 4.0rem; margin-top: 1.5rem" class="inverted" />
Original file line number Diff line number Diff line change
Expand Up @@ -57,4 +57,4 @@ Here is to another year of Bevy!

\- [@cart](https://github.com/cart/)

<img src="/assets/bevy_logo_dark.svg" style="height: 4.0rem; margin-top: 1.5rem" />
<img src="/assets/bevy_logo_dark.svg" style="height: 4.0rem; margin-top: 1.5rem" class="inverted"/>
2 changes: 1 addition & 1 deletion content/news/2023-11-04-bevy-0.12/index.md
Original file line number Diff line number Diff line change
Expand Up @@ -202,7 +202,7 @@ Most existing user-facing asset code will either require no changes at all, or m

### Asset Preprocessing

![image process diagram](image_process.png)
<img alt="image process diagram" src="image_process.png" class="inverted">

Asset preprocessing is the ability to take an input asset of a given type, process it in some way (generally during development time), and then use the result as the final asset in your application. Think of it as an "asset compiler".

Expand Down
2 changes: 1 addition & 1 deletion content/news/2024-03-11-bevy-foundation/index.md
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Expand Up @@ -12,7 +12,7 @@ youtube = "cartdev"

It is with excitement that I unveil to the world ...

<img src="bevy_foundation.svg" alt="Bevy Foundation Logo" style="margin-top: 2rem; margin-bottom: 2rem;" />
<img src="bevy_foundation.svg" alt="Bevy Foundation Logo" style="margin-top: 2rem; margin-bottom: 2rem;" class="img-in-card" />

The [**Bevy Foundation**](/foundation) is the next step in our journey to build a world class free and open source game engine. **Bevy Foundation** is a non-profit organization formed in Washington State, with a pending federal 501(c)(3) tax-exemption application (more on this later).

Expand Down
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