r/bevy

▲ 21 r/bevy+3 crossposts

Our 96% positive space incremental just hit it's all time player count 2 months after launch!

Hey everyone!

Two months ago we released an incremental game on Steam. Since then it's gone on to receive 96% positive reviews and sell over 1400 copies! Thanks to some content coverage recently, we've just hit our all time player count. Thanks for everyone who's checked the game out.

For those who haven't, Holding Pattern is a minimal node-like game, where you upgrade your planet to help deal with increasingly more difficult enemies, earn loads of cash and defeat challenging bosses using a variety of unique skills.

The game revolves around a skill tree that's designed to be dynamic and interesting, providing meaningful decisions as opposed to linear progression.

You can pickup the game on Steam if you're interested: https://store.steampowered.com/app/4309180/Holding_Pattern/

AI disclosure: the game does not (knowingly) use generative AI for any assets. (We welcome to be challenged on any suspected generative AI usage so we can continue to keep our game free from AI-assets).

u/Holiday_Dinner7373 — 4 days ago
▲ 19 r/bevy

Composition in Bevy vs. Godot

I've come quite far along in a prototype for a game I've been writing in Bevy. I've been working with Rust daily as part of my job since 2019, so the Rust language is both familiar and comfortable for me. One of the things among many that I appreciate with Bevy is how composition is so natural to the ECS-based engine.

Just for kicks, over the weekend, I tried to re-create the game using Godot. I also see why people like it. The ability to see how the assets look in an environment before running th game can be addictive. One of the things I tried to do was to achieve composition to a reasonable level of composition.

In Bevy, I'm able to build individual plugins that deal with the player, lighting, terrain, ammunition, etc. Each one of these plugins is in a separate crate of its own. As I make more games, I'll have accumulated an ever-increasing library of plugins that I can compose to make most of my next game simply by loading the ones I need into the game.

I tried to do that with Godot, even going as far as watching several tutorials on Godot composition. But so far, while I can get some level of composition and reusability, I get the sense that re-using these pieces in other games would still need me to rework it so it can fit into whatever new node structure it sits in.

Can anyone tell me where I went wrong?

reddit.com
u/NoSmarter — 10 days ago
▲ 25 r/bevy

Slingshot Speeders uses Bevy 0.19 as the first orbital racing game

Getting a proper orbital mechanics inverse square gravity simulation running in the browser has been a challenge, but it's working out. Rust is what was needed by far, and it's make achieving this on much more solid ground. Free to play in browser with no account required. Already 3 founders and many players. Player driven in game map making system to create all the new maps. Cosmetic customization with exclusives. Pure server authoritative design with complete replay system. The next visual thing I'm thinking of adding would maybe be like a cosmic background, swapping out the solid lines and arrows with something a bit more visually interesting looking.

If you have any questions or suggestions let me know, it's a continued work in progress. Is there anything from the video you think could be improved?

https://slingshotspeeders.com/

u/jaykrown — 11 days ago
▲ 30 r/bevy+1 crossposts

Starworn: our first Bevy game, a VR voxel sandbox on standalone Quest.

Hey all! Our first Bevy game is finally announced: Starworn, a voxel survival sandbox made for VR, coming to Meta Quest in Early Access on October 15.

The renderer. Starworn runs natively and standalone on Quest 2 and up, at 72 Hz. To get there we wrote our own renderer, holo-render: a Vulkan/OpenXR forward renderer built for standalone VR (ash + openxr + naga, no wgpu). We started with bevy_render, but its desktop-shaped frame couldn't hold 72 fps on the headset.

Bevy stays the scene layer. It runs headless on stock crates.io Bevy 0.19, with no bevy_render and no window, and the world is paced by the OpenXR frame loop. Each frame a bridge crate extracts Mesh3d, materials and skins and hands them to the renderer. The renderer draws both eyes in one multiview pass, resolves 4x MSAA on-tile straight into the swapchain and uses fixed foveation. On Quest 3 it adds subsampled foveation and Application SpaceWarp. So we still write ordinary Bevy ECS code, and only the display layer is ours.

The world is 10 cm voxels in streamed 64³ chunks, greedy-meshed on 64-bit column masks. Light is baked per voxel and propagated again when you dig, so breaking through a cave ceiling lets daylight in.

Physics runs on Rapier. Anything you cut loose gets a support check and becomes a real rigid voxel body, so trees topple and cave roofs come down. Hands and held tools are physics bodies too, which is what makes punching, swinging and climbing feel right in VR. Enemies are made of voxels as well: blades cut into them and a lost arm weakens their attacks.

Co-op is peer-to-peer over iroh with proximity voice chat.

Huge thanks to everyone working on Bevy, and a big shoutout to the people behind the openxr crate (openxrs), which the whole renderer stands on. StereoKit was a huge inspiration for how we built holo-render: a small, fast renderer made for XR first.

Happy to answer questions about running Bevy in VR!

https://starworn.net

u/Aranir — 14 days ago