r/bevy

▲ 44 r/bevy

I’ve been building a tactical RPG auto-battler—here’s a demo battle

Greetings!

I’m working on a game called Standing Orders, a tactical RPG auto-battler where you prepare your forces and issue orders before watching the battle unfold. This is an uninterrupted demo battle; I’d especially appreciate feedback on readability and pacing.

This has been a project I've been working on for the last month or so. I've been developing this using Bevy 0.19. I was heavily inspired by games like Unicorn Overlord, Expedition 33, Fire Emblem and Final Fantasy Tactics. :D

u/oakisthebest — 16 hours ago
▲ 16 r/bevy+1 crossposts

Voxel graphical calculator

I just released v0.1.0 of HyperVox, a voxel graphical calculator for N-dimensional mathematical expressions.

It takes one or more mathematical expressions and renders them as 3D voxel graphics. Expressions are evaluated over an N-dimensional space, so shapes can be defined in more than three dimensions.

Each expression is parsed and evaluated into a sign grid. All sign grids are composited front-to-back into one voxel grid, where each voxel takes the color of the first expression that fills it. A single mesh with per-corner ambient occlusion is built from that composite.

With more than three dimensions, only the three dimensions mapped to the X, Y, Z axes vary spatially; the rest are held at fixed values, so the render shows a 3D slice of the N-dimensional space.

AI Usage: At the start of this project, I used AI extensively to understand how to use Bevy and compile it to WASM (though AI didn't help much with the WASM compilation part). Since then, I've used AI to analyze the codebase and generate optimization ideas, which I then benchmark and verify. If an AI-suggested optimization gives a >10% speedup, I ask it a few questions about the implementation details and then write the final code myself, as AI often struggles to produce optimal, idiomatic Rust. I also use AI to review almost all of my commits/PRs to catch anything I might have missed or done unidiomatically.

Why I'm posting: I have run out of ideas for optimizations and would love your help finding other ways to speed up the regeneration time!

Current optimizations:

  • Using a custom expression evaluator (hypervox_expr) instead of evalexpr
  • "Compiling" expressions to Box<dyn Fn> instead of evaluating with a large match block
  • Constant folding and algebraic simplification
  • Common subexpression elimination (CSE) using let n = x in {expr}
  • Fused MulAdd
  • Multi-level invariant hoisting
  • unsafe set_len to skip zeroing memory (buffer is immediately overwritten)
  • Multi-threaded memory copying using split_at_mut and copy_from_slice
  • Ambient Occlusion (AO) caching
  • Multi-threaded grid/composite computation

Also, if you have ideas about new features or UI improvements, please share them with me!

u/Tima_Play_x — 14 hours ago
▲ 23 r/bevy

Sneak Peek: Native macOS Editor Prototype for Bevy

Made it for my own use case, which is basically a visual debugger/inspector, but curious what others thing, do you have any use for a tool like this?

youtu.be
u/caspervonb — 1 day ago
▲ 0 r/bevy

Bevy ECS for Agent Swarms

Bit of a different post than what's normally here, but thought folks might find this neat: I ended up going with Bevy ECS to create an agent runtime (https://github.com/GEMISIS/leviath), and the performance numbers have been fantastic so far! Really lives up to the hype of an ECS system, even outside of the traditional game world 😄

u/GEMISIS — 1 day ago
▲ 86 r/bevy

My latest work

It's my grass system. Here are some of its features
- Dynamic painting, the grassier the texture underneath the denser and lusher it is. When you paint you can see it grow lol.
- It also uses the color of the terrain beneath it to update its color, so the grass is "drier" if there's some sand in the textures used for example.
Here's how it looks in a forest-y setting

u/Evra-SOE — 3 days ago
▲ 1.5k r/bevy+6 crossposts

Bonsai just hit a 100,000 downloads on crates.io! 🎉

A little over 4 years ago I started Bonsai as a side project: a Rust library for building complex, deterministic AI behavior with behavior trees. It has since found its way into a wide range of applications.

The video shows two of them: on the left, a Titanfall 2 gameplay where all the players except the first person view is a NPC (bot) driven by Bonsai behavior trees. On the right, a robot from NASA lunabotics 2026 autonomously digging and dumping regolith in a simulated lunar environment – also powered by Bonsai.

A lot of the library's usefulness today comes from the community. Thanks to everyone who has contributed PRs, filed issues, and pushed it further than I would have on my own.

Repo link in the comments.

u/Sollimann — 5 days ago
▲ 35 r/bevy

Working on the visuals for my rhythm game!

I've been working on this rhythm game since late March and recently I've started replacing what I felt was placeholder programmer art, which included the world surrounding the track. So now there's different "biomes" of procedural terrain, dynamically generated for each song you play. I'm really happy with how the aesthetics of the game are turning out! Still very much a work in progress though.

u/dihrbtk — 3 days ago
▲ 28 r/bevy

I made my own cel shader in Bevy without using bevy_wind_waker_shader

I finally got my own cel shader working in Bevy without using the third-party `bevy_wind_waker_shader` crate! 🎉 It still needs some improvements, but I’m happy with the result so far.

My GitHub repo: https://github.com/abc3dz/Tekkk

u/abczezeze — 3 days ago
▲ 24 r/bevy+1 crossposts

I'm still making a tiny pixel-art AtS clone

Hello! I'm still making a tiny pixel-art clone of Against The Storm! I have to admit this starts to slowly look like a game. You cannot do much, there are no goals, or threats, but there is a world (proceduraly generated) that you can explore and interact with. Most of the typical video-game stuff like UIs, save and load, music, controls, etc. are there. If you wonder why the music is so out of place, it's because I composed that track myself. No, I'm not a musician. But hey, I said I'll make the whole game, so I'll make the whole game, even if it involves music and artsy stuff.

youtu.be
u/IronChe — 4 days ago
▲ 101 r/bevy+2 crossposts

DRONECOM now has a Steam page :)

Hi Reddit, back in March I posted a screenshot of a prototype RTS based around sensors and air/naval warfare and received such a positive feedback that I decided to dedicate myself to turning it in a real game. I'm happy to announce that as of today the Steam page is up and running and I've been steadily building and improving the game thanks to kind contributions of volunteer playtesters and supporters of the game on the discord . Hoping for a release near the end of 2026. Happy to answer any questions about what the game is all about and where it is heading (and anything else ) :) -- thanks!

store.steampowered.com
u/bigbeardgames — 6 days ago
▲ 112 r/bevy

I reworked every model in my game

Third post about my game here — ~40 days since the last one. The biggest changes since then:

  • Reworked every model — characters, trees, buildings, props. Still no modeling software: everything is Bevy primitives merged into low-poly meshes with vertex colors, so thousands of props batch under a single material.
  • More mature post-processing — toned the whole look down: custom bokeh depth of field, softer bloom, atmospheric haze, SSAO, god rays and a reactive color grade. Less saturated-toy-look, more grounded.
  • Rival AI stronghold — an AI opponent in the desert that runs its own economy, raises buildings, and defends its town while you build yours.
  • RTS skirmish mode — a separate mode with box-select, worker economy, barracks training, buildable walls/towers, and a minimap. Runs in-process, so you can enter/leave it without closing the window.
  • Save system — 5 manual slots + periodic autosave, snapshot-based (serialize the logic resources, not the ECS world).
  • Endgame perf pass — steering LOD, animation culling for off-screen bipeds, lazy materials.

All Rust + Bevy 0.19. Happy to answer questions about any of it!

Still looking for contributors
https://github.com/miskibin/warbell/

u/Mammoth-Swim-5811 — 7 days ago
▲ 11 r/bevy

Should I organize my 100k lines game into layered crates or feature based?

I've been working on a physics simulation game since a while now, and the codebase has become a bit of a mess. I'm currently in the middle of refactoring it, initially I had an architecture of plugins per feature (like weapons, inventory..), where a plugin contained everything related to the feature, rendering, physics, audio, ui, with the core simulation/physics in a separate plugin and core rendering also in a separate one.

The purpose was to be able to toggle a feature on/off easily, but it lead to a growing mess of dependencies between the plugins and I'm now thinking of splitting into separate crates similar to backend/frontend in web development, like one for the simulation, one for the presentation and some adapter code inbetween. This should reduce build times and improve the dependency graph, but each feature would be spread across multiple crates, and it would be less straight forward to add a new feature.

Is there any open source big bevy game that I can look at to see what a "good" architecture looks like?

reddit.com
u/ElonsBreedingFetish — 7 days ago
▲ 26 r/bevy

What Big Bevy Changes Are In The Pipeline?

I’m thinking about writing a game as a hobby project. Years ago I wrote some in Unity. Nowadays I code in Rust almost exclusively, so Bevy is a natural choice for me. That said, what is keeping me from getting started is I have been burned by many pre-1.0 projects in the past, mainly huge api refactors from updates and missing features I assumed were there.

I’m trying to figure out if now is a good time to start, or if I should move on to another project and re-visit Bevy down the road. That said. What is in the pipeline for Bevy? Are there any expected major api changes, coming features that will totally change how games are written, essential missing features, general headaches, etc?

reddit.com
u/InternalServerError7 — 7 days ago