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[Bevy](https://bevyengine.org/) is a brand new, refreshingly simple data-driven game engine built in Rust. It aims to be:
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***Capable**: Offer a complete 2D and 3D feature set
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***Simple**: Easy for newbies to pick up, but infinitely flexible for power users
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***Data Focused**: Data-oriented architecture using the Entity Component System paradigm
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***Modular**: Use only what you need. Replace what you don't like
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***Fast**: App logic should run quickly, and when possible, in parallel
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***Productive**: Changes should compile quickly ... waiting isn't fun
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These last few weeks have been big for the Bevy project:
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* We announced Bevy and [open sourced it on GitHub](https://github.com/bevyengine/bevy)
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* Introduced Bevy's features in the [Introducing Bevy](https://bevyengine.org/news/introducing-bevy/) blog post
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* Had a staggering number of people join the community. We had to quickly develop a plan to scale, which we outlined in the [Scaling Bevy](https://bevyengine.org/news/scaling-bevy/) blog post
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* Added an official [awesome-bevy repo](https://github.com/bevyengine/awesome-bevy) with a huge number of community plugins, games, apps, and learning materials
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* The new pure-rust Rapier physics engine released an [official Bevy plugin](https://www.dimforge.com/blog/2020/08/25/announcing-the-rapier-physics-engine/#reaching-out-to-other-communities-bevy-and-javascript)
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* Thanks to the generosity of individuals and companies, we quickly met our first two funding goals on @cart's [Github Sponsors page](https://github.com/sponsors/cart): "sustainable development" and "@cart makes minimum wage working on Bevy".
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* Received a glowing review from the Amethyst Engine team and agreed to collaborate in certain areas. See the [Addressing the Elephant in the Room](https://community.amethyst.rs/t/bevy-engine-addressing-the-elephant-in-the-room) thread on the Amethyst forum for more details.
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Bevy users started sharing their work on the [Bevy Discord showcase channel](https://discord.com/channels/691052431525675048/692648638823923732)
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We also merged 114 pull requests this month. We can't list everything here, but here are some highlights:
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* A custom [async task system for Bevy](https://github.com/bevyengine/bevy/pull/384), which significantly improves CPU usage and paves the way for future async work.
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* Refactored data-driven ECS shader code to make it more maintainable, fix some bugs, and ready to be optimized via the ECS change detection apis
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* Support for "logical or" ECS queries as a compliment to the default "logical and"
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* Numerous CI improvements
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* Use shaderc to compile shaders for iOS builds
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* GLTF loading improvements
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We also have made good progress on our three focus areas:
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