Draft:Bevy (game engine)
Submission declined on 1 October 2024 by Tavantius (talk). This submission's references do not show that the subject qualifies for a Wikipedia article—that is, they do not show significant coverage (not just passing mentions) about the subject in published, reliable, secondary sources that are independent of the subject (see the guidelines on the notability of websites). Before any resubmission, additional references meeting these criteria should be added (see technical help and learn about mistakes to avoid when addressing this issue). If no additional references exist, the subject is not suitable for Wikipedia.
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Submission declined on 13 July 2023 by Greenman (talk). This draft's references do not show that the subject qualifies for a Wikipedia article. In summary, the draft needs multiple published sources that are: Declined by Greenman 15 months ago.
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- Comment: Two sources are from the game engine itself, while the other one is from a graphics library. Please find scholary sources or reliable news coverage prior to resubmitting. Tavantius (talk) 16:24, 1 October 2024 (UTC)
Original author(s) | Carter Anderson |
---|---|
Initial release | 10 August 2020[1] |
Stable release | v0.14.0
/ 4 July 2024 |
Written in | Rust |
Platform | Android, iOS, Linux, macOS, Windows |
Type | Game engine |
License | MIT and Apache 2.0 (dual-licensed) |
Bevy is a cross-platform, free and open-source game engine written in the Rust programming language. It was initially developed by Carter Anderson before the public release of Bevy 0.1 in August 2020, when contributions were opened up to the public. The engine features an Entity component system, a 2D and 3D renderer and support for desktop and mobile platforms. The engine's source code is available on GitHub under the MIT and Apache 2.0 license.[1]
Features
[edit]Entity Component System
[edit]The foundation of the Bevy Engine is its Entity component system. Objects in the game world are represented as entities, which are a collections of components. In Bevy, any Rust data type that implements the Component
trait can be used as a component. Systems operate on those entities and components to define the behavior of the game. In Bevy, systems are normal Rust functions where all arguments implement the SystemParam
trait.
In addition, Bevy also has resources which contain global state that is independent from any entity. Larger data structures such as images or 3D models are stored as assets.
Rendering
[edit]Bevy uses wgpu as its graphics backend which enables support for the Vulkan, Metal, DirectX, OpenGL ES, WebGL and WebGPU graphics APIs.[2]
Bevy supports many modern rendering features such as physically based rendering, normal mapping, parallax mapping, shadow mapping, image-based lighting, temporal anti-aliasing, screen space ambient occlusion, a high dynamic range pipeline with post processing effects such as bloom, image sharpening and fast approximate anti-aliasing. It also supports skeletal- and morph target animation.
The render graph can be extended through plugins with additional render passes, custom materials and shaders as well as post-processing effects.
Supported platforms
[edit]Bevy can be compiled to run on all major desktop platforms Windows, macOS and Linux. It also has support for the mobile operating systems iOS and Android. When compiled to WebAssembly, Bevy can also run in the Browser using either the WebGL or WebGPU graphics API.
Versions
[edit]Version | Release Date[3] | Notable changes[3] |
---|---|---|
0.1 | 10 August 2020 | initial release |
0.2 | 19 September 2020 | async task system; web platform support; parallel query iteration; transform system overhaul |
0.3 | 03 November 2020 | initial Android and iOS support; asset system improvements |
0.4 | 19 December 2020 | WebGL2 render backend; shader hot-reloading; ECS and scheduling ergonomics improvements; state system |
0.5 | 06 April 2021 | physically based rendering; ECS core rewrite; orthographic cameras |
0.6 | 08 January 2022 | new renderer; clustered forware rendering; light shadows; frustum culling |
0.7 | 15 April 2022 | skeletal animation; improved rendering performance |
0.8 | 30 July 2022 | new material system; camera-driven rendering; spotlights; new UI layout engine |
0.9 | 12 November 2022 | HDR post processing; tonemapping; bloom; new scene format |
0.10 | 06 March 2023 | system scheduling overhaul; cascaded shadow mapping; image-based lighting; render prepass |
0.11 | 09 July 2023 | screen space ambient occlusion; temporal anti-aliasing; morph target animation; parallax mapping; WebGPU support; shader preprocessing; gizmo rendering |
0.12 | 04 November 2023 | deferred shading; asset system overhaul; percentage closer filtering; light transmission; extensible materials; batching and instancing |
0.13 | 17 February 2024 | baked lighting; primitive shapes; system stepping; 9-slice scaling; physically-based camera exposure |
References
[edit]- ^ a b Anderson, Carter (10 August 2020). "Introducing Bevy 0.1". Bevy Engine. Retrieved 2023-03-02.
- ^ "wgpu: portable graphics library for Rust". wgpu. Retrieved 2023-07-12.
- ^ a b "Bevy News". Bevy Engine. Retrieved 2023-07-12.
External links
[edit]