Bevy / Rust
Getting Started with Bevy: A Rust Game Engine Adventure
My first steps into game development with Bevy, exploring ECS architecture and building a simple 2D game.
Getting Started with Bevy
After spending years in web development, I decided to venture into game development. Bevy caught my attention as a data-driven game engine written in Rust, and here’s what I learned.
Why Bevy?
Bevy stands out for several reasons:
- Pure Rust: No C++ bindings, just clean Rust code
- ECS Architecture: Entity Component System makes game logic modular and performant
- Hot Reloading: See changes without recompiling everything
- Modern Design: Built with modern Rust patterns
Setting Up Your First Project
Creating a new Bevy project is straightforward:
cargo new my_game
cd my_game Then add Bevy to your Cargo.toml:
[dependencies]
bevy = "0.14" Your First Bevy App
Here’s the classic “Hello World” in Bevy:
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, greet_system)
.run();
}
fn setup(mut commands: Commands) {
commands.spawn(Camera2d::default());
}
fn greet_system() {
println!("Hello from Bevy!");
} Understanding ECS
The Entity Component System is the heart of Bevy:
- Entities: Just IDs, like a unique identifier
- Components: Data attached to entities (position, velocity, health)
- Systems: Functions that operate on entities with specific components
// Components
#[derive(Component)]
struct Position { x: f32, y: f32 }
#[derive(Component)]
struct Velocity { x: f32, y: f32 }
// System that moves entities
fn movement_system(mut query: Query<(&mut Position, &Velocity)>) {
for (mut pos, vel) in query.iter_mut() {
pos.x += vel.x;
pos.y += vel.y;
}
} Next Steps
This is just the beginning! In future posts, I’ll explore:
- Sprites and 2D rendering
- Input handling
- Physics with Rapier
- State management
The Bevy ecosystem is growing rapidly, and it’s an exciting time to learn game development with Rust!