BevyDex - Crate Browser
For people working in the #Bevy ecosystem I just wrote a simple little site that lets you explore the bevy #crate ecosystem filtering by bevy version. Quite happy with the search system. Itโs very basic but I am happy to make improvements and plan on it. bevydex.dev/dex
28.02.2026 18:49
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How does it pull crates? Whatโs the criteria for being on the list?
01.03.2026 09:28
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Screen of Godot showing Bevy entities from the godot-bevy library
Very cool! We had to build our own for godot-bevy as egui is very much tied to Bevy being the renderer
25.02.2026 07:41
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GitHub - oxideai/cica: An agentic personal assistant that lives in your chat
An agentic personal assistant that lives in your chat - oxideai/cica
I quite liked the premise of an โagentic personal assistantโ so tried to have some fun and build something along those lines. Interact via chat, get personalized AI + extendability via skills that the assistant itself can put together.
#rustlang #aiassistant #claudecode
25.01.2026 10:59
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Not sure what the exact needs are but you could get the best of both worlds with godot-bevy.
31.12.2025 10:06
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crates.io: Rust Package Registry
`iyes_progress` version 0.15.0 and `bevy_asset_loader` version 0.24.0 were published with Bevy 0.17 support.
Just in time for the first @bevy.org 0.18 release candidate ^^
17.12.2025 09:27
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Itโs nearly done now and have to say, itโs quite nice to be able to see the entities ๐
10.12.2025 15:43
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Prototyping something cool (maybe?) for godot-bevy ๐
#godotengine #bevyengine #rustlang
10.12.2025 09:51
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Another thing Iโm excited about for the upcoming godot-bevy 0.10 release is the introduction of a testing crate, which makes it easier to write integration tests that run with the Godot runtime. That means you can now test your Bevy systems directly against Godot.
08.12.2025 22:58
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Do check it out, and Iโd love to hear your thoughts! Our motivation is very similar to what you said: teams need editors, but we love Bevy + Rust. Weโve been refining the API based on feedback from folks building real projects with it, and the more feedback we get, the better we can make it โจ
08.12.2025 21:06
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Started a Bevy feed that shows all Bevy-related posts in chronological order โ no popularity sorting, no like-based boosting. Itโs been a much nicer way to make sure you donโt miss anything, not just the popular stuff.
Give it a try! And if your posts arenโt showing up, give me a shout.
#bevyengine
08.12.2025 08:38
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godot-bevy 0.10 is on the way!
This update brings support for Bevy 0.17 ๐ and is now entering its testing phase.
If youโve been waiting to upgrade, nowโs a great time to jump in and help us test!
#bevyengine #godotengine #rustlang
07.12.2025 20:16
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Better
17.10.2025 11:16
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Cool With You (Cover) [HAPPY 2ND SONG ANNIVERSARY] | Eunkul! x @jinkychii
YouTube video by Eunkul!
Really nice cover, and the art is gorgeous too! I donโt usually listen to much K-pop, but Iโve always loved music videos like this. Especially when they use custom artwork instead of anime clippings โจ
youtu.be/r7DQpYZJ3tk?...
#MV #Art #NewJeans
21.08.2025 06:10
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Release v0.9.0 ยท bytemeadow/godot-bevy
Summary
This release brings performance boosts, new APIs, and improved developer tools for smoother Godot-Bevy integration. It also adds a new plugin, enhanced transform syncing, and expanded utili...
New godot-bevy release! ๐ 0.9.0
Some nice things in this one! A new plugin, performance boosts, new APIs and some devexp goodies. We've moved to using Bevy transforms meaning you can now make use of bevy physics plugins (Avian) โจ
Full changelog on Github ๐
#bevyengine #godotengine #rustlang
12.08.2025 20:06
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Release v0.8.0 ยท bytemeadow/godot-bevy
Migration Guide
https://bytemeadow.github.io/godot-bevy/migration/v0.7-to-v0.8.html
Summary
Multithreaded Bevy Performance (Breaking Change)
Plugin-Based Architecture (Breaking Change)
Enhanced Be...
๐ New godot-bevy release is live! Major improvements:
โ
Plugin-based architecture - opt in/out of plugins
โ
Multithreaded Bevy
โ
Signals now support arguments
โ
Multi-field Bundle macro support
โ
Bug fixes and general improvements
More modular, more powerful! ๐
#bevyengine #godotengine #rustlang
15.07.2025 20:01
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Haven't posted about #godotbevy in a bit, but we've been quietly grinding away! Really cool to see people building projects with it. A community has slowly been forming, and we've been fixing bugs and improving things. Still lots to do but new release coming ๐
#godotengine #bevyengine #rustlang
05.07.2025 21:43
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GitHub - bytemeadow/gdenv: The best command-line tool to install and switch between multiple versions of Godot.
The best command-line tool to install and switch between multiple versions of Godot. - bytemeadow/gdenv
๐ฎ New drop: gdenv! The easiest way to install and switch between multiple Godot versions โจ
โข Built with Rust for speed
โข Cross-platform (macOS/Linux/Windows)
โข Supports .NET/Mono builds and pre-releases
Perfect for game devs juggling multiple projects!
#godotengine #rustlang
20.06.2025 21:51
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Picture of a two roads (going and coming) where trees are planted along both sides and the middle casting shade unto the sidewalks and streets.
Whoever decided at some point that the streets in Berlin should be filled with treesโฆ thank you! ๐ ๐ฅต
17.06.2025 14:06
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I hope that sort of answers your query! Feel free to ask if you have any other questions ๐
15.06.2025 09:16
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As a developer if youโre careful about architecting your systems to isolate Godot API. That can make a big difference too. For example track animation state in ECS, and just have one system that actually makes the call to a Godot node to set the animation tree, etc
15.06.2025 09:15
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There are a few things the lib has that if you use, should make transitions less painful: using our Transforms for movement. BevyBundle macro allows you to tag Godot Nodes with components. Your queries can be specific to your needs (Player, Health, etc) and not Godot specific: With<Sprite2DMarker>
15.06.2025 09:15
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Great question! Obviously I canโt really tell you as it hasnโt happened yet but for one itโs a possibility I do try to keep in mind as I further develop the library.
I wonโt say itโd be completely painless but IMO if you build with that mindset from the start, you can go a long way
15.06.2025 09:15
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Release v0.7.0 ยท dcvz/godot-bevy
What's Changed
Update the README "Basic Usage" section & add simple Node2D movement example by @DragonAxe in #37
feat: add explicit configuration of transform sync mode by @dcvz in #44
feat(docs):...
๐ godot-bevy v0.7.0 is out!
Release with bug fixes and improvements:
โจ Node Type Markers - Better and more efficient ECS queries
โก Fix Timing - Component available in Startup systems
๐ Performance improvements
We also now have a #godotbevy book! ๐
#godotengine #bevyengine #rustlang #gamedev
14.06.2025 23:49
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Recent #godotbevy question: does our library (Bevy + Rust) offer performance benefits vs just architectural ones? We don't have extensive perf tests yet, but our first one shows nice improvements: Boids in GDScript vs ECS via our lib on our main branch!
#godotengine #bevyengine #rustlang #gamedev
14.06.2025 10:46
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๐งฉ The second change is a nice QoL upgrade:
#[derive(NodeTreeView)] is already great for finding subnodes easily.
Now it supports pattern matching โ making your tree traversals more flexible and robust!
08.06.2025 09:04
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๐ฏ The biggest change: introducing the bevy_component macro!
Now you can annotate custom Godot Nodes with the components they should get when converted into Bevy entities โ with field matching.
This gives a ton of control for Godot-first workflows where scene building happens entirely in editor ๐
08.06.2025 09:04
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