Series
Space Sim
Starting our journey into 2D space game development with Bevy 0.17. We set up the project, learn ECS basics, and create a movable ship.
Building a Space Sim in Bevy - Part 1: Project Setup & Bevy Fundamentals
Starting our journey into 2D space game development with Bevy 0.17. We set up the project, learn ECS basics, and create a movable ship.
Building a Space Sim in Bevy - Part 2: Proper Project Structure
Organizing our Bevy game with plugins, modules, game states, and system sets for clean, maintainable architecture.
Building a Space Sim in Bevy - Part 3: Starfield Background
Creating an immersive parallax starfield that gives depth and motion to our space game using multiple layers and seamless wrapping.
Building a Space Sim in Bevy - Part 4: Space Stations
Adding faction-owned space stations with different types, market behaviors, and data-driven spawning from RON files.
Building a Space Sim in Bevy - Part 5: Basic HUD
Creating a minimal heads-up display showing faction credits and coordinates using Bevy's UI system.
Building a Space Sim in Bevy - Part 6: Economy System
Building the economic foundation with commodities, station markets, dynamic pricing, and faction wallets for NPC trading.
Building a Space Sim in Bevy - Part 7: NPC Trading Ships
Adding AI-controlled trader ships with behavior state machines, navigation, and automatic trading using faction wallets.
Building a Space Sim in Bevy - Part 8: Smart NPC Trading Intelligence
Implementing sophisticated AI trading with route scoring, exploration triggers, profit validation, and the strategy pattern.
Building a Space Sim in Bevy - Part 9: RTS-Style Camera Control
Adding free camera movement, ship selection, follow mode, and piloting controls for a hybrid RTS/simulation experience.
Building a Space Sim in Bevy - Part 10: Combat System
Implementing shields, armor, hull, projectile weapons, combat AI with state machines, and death effects.
Building a Space Sim in Bevy - Part 11: Data-Driven Factions
Creating a faction system with diplomatic relations, shared economies, and data-driven configuration via RON files.
Building a Space Sim in Bevy - Part 12: Map System & Hex Grid
Implementing a hexagonal sector map with territory ownership, RON-based configuration, and soft world boundaries.
Building a Space Sim in Bevy - Part 13: Minimap
Creating a minimap using camera-based render-to-texture, render layers, and UI integration.
Building a Space Sim in Bevy - Part 14: Dynamic Pricing & Logging
Adding stock-based dynamic prices and configurable per-module logging to polish our space trading game.