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bevyengine
bevy
Rust2020–2026
bevyengine / bevy

bevy

A refreshingly simple data-driven game engine built in Rust

55Distinct people
82Mentions
1Explicit recommenders
49.7KGitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

A refreshingly simple data-driven game engine built in Rust

GitHub

Where it is used

No documented product use was verified in the last source check.

What people are saying

We don't have a "complete" official example of those things, although the "game menu" example has some of that: https://github.com/bevyengine/bevy/blob/main/examples/games/...…

_cart used a recommendation phrase. One indexed comment matches. This is a phrase match, not a verdict.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

Mentioned in the same Hacker News threads. That is not proof they are substitutes.

This week on Hacker News

Nov 8–Nov 15 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/15/2026, 2:04:58 PM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by year82 dated mentions

Observed mentions: 2020-08-11 18:08:23 UTC to 2026-10-21 14:04:51 UTC.

051015202020-01-01 00:00:00 UTC to 2021-01-01 00:00:00 UTC (exclusive): 8 mentions; 2 submissions, 6 comments20202021-01-01 00:00:00 UTC to 2022-01-01 00:00:00 UTC (exclusive): 12 mentions; 1 submissions, 11 comments2022-01-01 00:00:00 UTC to 2023-01-01 00:00:00 UTC (exclusive): 6 mentions; 0 submissions, 6 comments2023-01-01 00:00:00 UTC to 2024-01-01 00:00:00 UTC (exclusive): 22 mentions; 1 submissions, 21 comments20232024-01-01 00:00:00 UTC to 2025-01-01 00:00:00 UTC (exclusive): 18 mentions; 0 submissions, 18 comments2025-01-01 00:00:00 UTC to 2026-01-01 00:00:00 UTC (exclusive): 12 mentions; 3 submissions, 9 comments2026-01-01 00:00:00 UTC to 2027-01-01 00:00:00 UTC (exclusive): 4 mentions; 1 submissions, 3 comments. Incomplete calendar period.2026*

* An incomplete calendar period is marked with an outlined bar. Its count is not directly comparable with a full period.

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
20202020-01-01 00:00:00 UTC2021-01-01 00:00:00 UTC826
20212021-01-01 00:00:00 UTC2022-01-01 00:00:00 UTC12111
20222022-01-01 00:00:00 UTC2023-01-01 00:00:00 UTC606
20232023-01-01 00:00:00 UTC2024-01-01 00:00:00 UTC22121
20242024-01-01 00:00:00 UTC2025-01-01 00:00:00 UTC18018
20252025-01-01 00:00:00 UTC2026-01-01 00:00:00 UTC1239
2026 (partial)2026-01-01 00:00:00 UTC2027-01-01 00:00:00 UTC413

What Hacker News says

22 sources
I've also been enjoying building My First Game™ in Bevy using ECS. The community around Bevy really shines, but Flecs (https://github.com/SanderMertens/flecs) is arguably a more mature, open-source ECS implementation (notably, it supports relationships). You don't get to write in Rust, though, which makes it less cool in my book :) I'm not very proud of the code I've written because I've found writing a game to be much more confusing than building websites + backends, but, as the author notes, it certainly feels more elegant than OOP or globals given the context. I couldn't imagine trying to build a large game using a more rigid organizational approach. I'm building for WASM and Bevy's parallelism isn't supported in that context (yet? https://github.com/bevyengine/bevy/issues/4078), so the performance wins are just so-so. Sharing a thread
Read the rest
with UI rendering suuucks. The biggest issues I experience are: 1) How generic should I make my systems? It's easy to make them very specific, but, at a certain specificity, it feels like it's just lazier OOP. More generic and I start spending my time handling edge-cases that don't actually need to exist. 2) Intelligently handling updates when systems run in parallel rather than serially. By default, Bevy runs everything in parallel, and it's heavily encouraged, but my brain finds it a lot easier to just force everything to run serially and to not rely on frame-buffering. This doesn't seem necessarily ECS-specific, though, but is a problem I'm made more aware of due to the defaults given to me. If anyone wants to browse some code or ask questions, feel free! https://github.com/MeoMix/symbiants
In ECS, Finally
These days, some game engines have done pretty well at making compute shaders easy to use (such as Bevy [1] -- disclaimer, I contribute to that engine). But telling the scientific/financial/etc. community that they need to run their code inside a game engine to get a decent experience is a hard sell. It's not a great situation compared to how easy it is on NVIDIA's stack. [1]: https://github.com/bevyengine/bevy/blob/main/examples/shader...
In Intel CEO: 'The entire industry is motivated to eliminate the CUDA market'
Most of Nanite (at least, everything but the LOD system, I haven't tried that part, and the compute rasterizer due to lack of storage image atomics because Metal lacks them...) is implementable in WebGPU actually. I have a PR that does a lot of the same things (meshlets, visbuffer, material depth, two pass occlusion culling) open for Bevy https://github.com/bevyengine/bevy/pull/10164 that I've been working on, which uses WebGPU. WebGPU is actually a pretty good API imo. It's missing some advanced features like raytracing, mesh shaders, and subgroup operations (coming soon!), but it can still do a lot. The much bigger missing feature is "bindless" support (non-uniform arrays of bound resources). BindGroup overhead (and ergonomics) is a significant downside.
In Capturing the WebGPU Ecosystem
We've discussed this pretty recently on GitHub [0]. I'm personally in favor of shipping 1.0 within the next year or so. The most interesting part of that to me is figuring out how to decouple the crates without creating major confusion, in order to reduce trivial plugin churn. For the most part, this is just marketing and semantics, but Bevy is nearly ready for commercial users and we should start communicating that. Quite a few brave users are already building production games (and non-games), and feedback is generally very good! [1] [0]: https://github.com/bevyengine/bevy/discussions/9789 [1]: https://github.com/Vrixyz/bevy_awesome_prod
In Bevy 0.12
Fair enough, thanks. I don't think there's a pressing/mainstream ask that justifies the maintenance burden that I imagine this would cause. I've seen people mentioning sparingly that they'd like to use Bevy for Xbox and Playstation development. Another cool use case was to use Bevy with crankstart to develop games for the Playdate with Rust. Again, probably not sufficient demand beyond curiosity or a hobby. I suppose this is already being discussed within the community and they're capturing the same concern you're bringing up: https://github.com/bevyengine/bevy/pull/6581
In Bevy and WebGPU

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