Bevy Engine Tutorial: Your First Steps
Bevy Engine Tutorial: Your First Steps
Hey everyone! So, you’ve heard about the Bevy game engine , right? It’s this super cool, data-driven engine written in Rust that’s been gaining a ton of traction lately. If you’re looking to jump into game development with Rust and want a modern, efficient engine, Bevy is definitely worth checking out. This tutorial is all about getting you started with the Bevy engine, covering the absolute basics to get your first project up and running. We’ll go through setting up your environment, creating a new project, and then diving into the core concepts that make Bevy tick. Don’t worry if you’re new to Rust or game development; we’ll break everything down step by step. So, grab your favorite beverage, get comfy, and let’s dive into the exciting world of Bevy game development!
Table of Contents
Setting Up Your Rust and Bevy Environment
Alright guys, the very first thing we need to do before we can start making awesome games with Bevy is to make sure our development environment is all set up. This means we need Rust installed on our machines. If you don’t have Rust yet, head over to the official Rust website (
rust-lang.org
) and follow their simple installation guide. It usually involves downloading and running a small script that sets everything up for you. Once Rust is installed, you’ll have access to the
rustup
tool, the Rust compiler (
rustc
), and the package manager (
cargo
).
cargo
is your best friend here, as it handles dependencies, builds, and running your projects. Now, to actually use Bevy, we need to add it as a dependency to our project. When we create a new Bevy project,
cargo
will help us manage this. We don’t need to install Bevy globally or anything like that. It’s managed on a per-project basis, which is super convenient. So, the main takeaway here is: ensure Rust is installed correctly. You can verify this by opening your terminal or command prompt and typing
rustc --version
and
cargo --version
. If you see version numbers for both, you’re golden! We’ll be using
cargo
extensively throughout this tutorial, so get familiar with it. It’s the backbone of Rust development, and Bevy leverages it fully for all its build and run commands. This initial setup is crucial, and getting it right ensures a smooth ride as we progress. We’re talking about a solid foundation here, so let’s make sure it’s built strong!
Creating Your First Bevy Project
Now that our environment is ready, let’s create our very first Bevy project. This is where the magic starts! Open up your terminal or command prompt and navigate to the directory where you want to create your game project. Once you’re in the right spot, we’ll use
cargo
to create a new project. Type the following command:
cargo new my_bevy_game
. This command will create a new directory named
my_bevy_game
with a basic Rust project structure inside. Now, we need to switch into that new directory:
cd my_bevy_game
. The next crucial step is to tell
cargo
that we want to use the Bevy engine. We do this by editing the
Cargo.toml
file, which is located at the root of your project directory. Open
Cargo.toml
in your favorite text editor. You’ll see some default content. We need to add Bevy as a dependency. Find the
[dependencies]
section and add the following line:
bevy = "0.12"
(or the latest stable version of Bevy you want to use – always check the official Bevy documentation for the most up-to-date version). You might also want to add some optional Bevy features, like
bevy_rapier3d
for physics or
bevy_egui
for UI, depending on your project needs. For now, let’s keep it simple. Save the
Cargo.toml
file. Now, to make sure everything is downloaded and compiled correctly, run
cargo build
. This command will download the Bevy crate and all its dependencies, and then compile your project. It might take a little while the first time, especially since Bevy can be quite a large dependency, but subsequent builds will be much faster. This step is vital because it ensures that all the necessary game engine components are fetched and ready to go. It’s like gathering all your tools before you start building something. So, be patient here, and once
cargo build
completes without errors, you’ve successfully set up your Bevy project! We’re one step closer to making a game, guys!
Understanding Bevy’s Core Concepts: ECS
Alright, let’s talk about the heart and soul of Bevy: its
Entity-Component-System (ECS)
architecture. You’ll hear this term thrown around a lot, and it’s fundamental to understanding how Bevy works. Don’t let the name intimidate you; it’s actually a really elegant way to structure game data and logic. Think of it like building with LEGOs. You have different types of pieces, and you combine them to create something cool. In Bevy’s ECS, we have three main concepts:
Entities
,
Components
, and
Systems
.
Entities
are basically just unique IDs, like a name tag for an object in your game. They don’t hold any data themselves, they’re just identifiers. You can think of them as the ‘things’ in your game – a player, an enemy, a bullet, a tree.
Components
are where the actual data lives. These are simple structs that hold pieces of data, like
Position { x: f32, y: f32 }
,
Velocity { dx: f32, dy: f32 }
, or
Sprite { color: Color }
. An entity can have multiple components attached to it, and these components define what that entity
is
and what it
can do
. For example, a player entity might have a
Position
component, a
Velocity
component, and a
PlayerTag
component (which is itself a component, often an empty struct used for identification).
Systems
are where the logic happens. They operate on entities that have specific combinations of components. A system is essentially a function that iterates over all entities that possess a given set of components and performs some logic. For instance, you might have a
movement_system
that takes entities with
Position
and
Velocity
components and updates their
Position
based on their
Velocity
. Bevy’s ECS is highly performant because it’s designed for data-parallelism. It organizes data in a way that allows the CPU to process it very efficiently, especially on modern multi-core processors. This is a huge advantage for game development, where performance is often critical. Understanding how to query for entities with specific components and how to make systems interact with that data is key to unlocking Bevy’s power. We’ll be using this extensively, so try to wrap your head around these three concepts: Entities are the ‘things’, Components are the ‘data’ they hold, and Systems are the ‘logic’ that acts upon them. It’s a powerful paradigm that leads to clean, maintainable, and high-performance game code. Keep this ECS mental model handy, guys, because it’s going to be our primary tool!## Writing Your First Bevy Code: A Simple Game Loop
Now that we’ve got a handle on Bevy’s ECS, let’s write some actual code and get something running in our project! We’ll aim to create a very basic application that demonstrates the game loop and how to add and modify components. Open up the
src/main.rs
file in your
my_bevy_game
directory. You’ll find some boilerplate code there. Let’s replace it with the following:
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.run();
}
#[derive(Component)]
struct Person { name: String, age: u32 }
fn setup(mut commands: Commands) {
commands.spawn(Person { name: "Alice".to_string(), age: 30 });
}
Let’s break this down, guys.
use bevy::prelude::*;
brings all the essential Bevy modules into scope. The
main
function is the entry point.
App::new()
creates a new Bevy application instance.
.add_plugins(DefaultPlugins)
is super important; it adds a collection of essential plugins that provide common game functionalities like rendering, window management, input handling, and more. You’ll almost always want to include
DefaultPlugins
.
.add_systems(Startup, setup)
tells Bevy to run our
setup
function once when the application starts up.
Startup
is a special schedule for initialization tasks. Finally,
.run()
starts the Bevy event loop and begins the game. Now, what’s this
Person
struct? We’ve derived
Component
on it, which means this struct can now be attached to an entity. It’s just a simple struct holding a
name
and
age
. The
setup
function is where we create our first entity.
mut commands: Commands
gives us access to a
Commands
struct, which is how we interact with the ECS world, like spawning entities.
commands.spawn(Person { name: "Alice".to_string(), age: 30 });
creates a new entity and attaches our
Person
component to it. So, when you run
cargo run
, you won’t see anything visually yet, but you’ve successfully created an entity with a component! This is the fundamental building block. We’ve initialized an application, added essential plugins, defined a component, and spawned an entity with that component. It might seem small, but it’s a massive step! This is how you start populating your game world. We’re just getting warmed up, folks!
Adding a System to Query and Print Data
Okay, so we’ve spawned an entity with a
Person
component. But how do we
see
that data or do anything with it? That’s where another system comes in! We need a system that can find entities with the
Person
component and then do something with them, like print their details. Let’s modify our
src/main.rs
file:
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, print_people_names) // Add this line
.run();
}
#[derive(Component)]
struct Person { name: String, age: u32 }
fn setup(mut commands: Commands) {
commands.spawn(Person { name: "Alice".to_string(), age: 30 });
commands.spawn(Person { name: "Bob".to_string(), age: 25 });
commands.spawn(Person { name: "Charlie".to_string(), age: 35 });
}
// New system to print names
fn print_people_names(people: Query<&Person>) {
for person in people.iter() {
println!("Name: {}, Age: {}", person.name, person.age);
}
}
See that? We added
.add_systems(Update, print_people_names)
. The
Update
schedule runs every frame, making it the place for most game logic. Our new
print_people_names
function is our system. It takes a
Query<&Person>
as an argument. This is how systems interact with the ECS world. The
Query
lets us ask Bevy for all entities that have a
Person
component.
people.iter()
then gives us an iterator over all the
Person
components found. Inside the loop, we can access the
name
and
age
of each
Person
and print them. I also added a couple more
Person
entities in the
setup
function so we have more data to see. Now, when you run
cargo run
, you’ll see output in your terminal like this:
Name: Alice, Age: 30
Name: Bob, Age: 25
Name: Charlie, Age: 35
This output will repeat every frame because the
print_people_names
system runs in the
Update
schedule. It might seem a bit verbose for just printing, but this is the core mechanism! You define data in Components, add them to Entities, and then write Systems that query for those components to process the data. This is the foundation of nearly everything you’ll do in Bevy. Pretty neat, right guys? You’ve just written your first Bevy system that queries and processes data! We’re building some serious momentum here!
Spawning Entities with Multiple Components
So far, we’ve only attached one component,
Person
, to our entities. But the real power of ECS comes from combining multiple components to define more complex entities. Let’s say we want to represent an entity that has a position and a visual representation (a color for now). We’ll need two new components:
Position
and
ColorComponent
(note: Bevy uses
Color
for colors, but we often wrap it in a
Component
struct if we need to associate it with an entity directly, though Bevy provides built-in components like
Sprite
that handle this well). For simplicity, let’s use Bevy’s built-in
Transform
component for position and add a
SpriteBundle
which includes a
Sprite
(for the visual appearance) and a
Transform
.
Let’s create a new system to spawn a colored square that moves. First, we need to add a
Transform
component. Bevy provides a
Transform
component for every 2D and 3D entity, which handles position, rotation, and scale. We’ll also add a
SpriteBundle
which bundles a
Sprite
(defining the shape and color) and a
Transform
.
Modify your
src/main.rs
like so:
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, move_square)
.run();
}
#[derive(Component)]
struct Person { name: String, age: u32 }
// New component for movement
#[derive(Component)]
struct Velocity { x: f32, y: f32 }
fn setup(mut commands: Commands) {
// Spawn the person entities as before
commands.spawn(Person { name: "Alice".to_string(), age: 30 });
commands.spawn(Person { name: "Bob".to_string(), age: 25 });
// Spawn a colored square that can move
commands.spawn(( // Tuple of components
SpriteBundle {
sprite: Sprite {
color: Color::rgb(0.8, 0.7, 0.6),
custom_size: Some(Vec2::new(50.0, 50.0)),
..default()
},
..default()
},
Position { x: 0.0, y: 0.0 }, // Our custom Position component
Velocity { x: 10.0, y: 5.0 }, // Our custom Velocity component
));
}
// System to move entities with Position and Velocity components
fn move_square(mut query: Query<(&mut Position, &Velocity)>, time: Res<Time>) {
for (mut pos, vel) in query.iter_mut() {
pos.x += vel.x * time.delta_seconds();
pos.y += vel.y * time.delta_seconds();
// println!("Square moved to: ({}, {})", pos.x, pos.y);
}
}
// Define Position and Velocity components
#[derive(Component)]
struct Position { x: f32, y: f32 }
In the
setup
function, we’re now spawning a new entity. Notice the tuple
(SpriteBundle { ... }, Position { ... }, Velocity { ... })
. This is how you attach multiple components to a single entity when spawning it. We’re giving it a
SpriteBundle
to make it visible (a 50x50 pixel square with a beige color), a
Position
component, and a
Velocity
component. We’ve also added a new
Velocity
component definition and a
move_square
system. This system queries for entities that have
both
a mutable
Position
component and a
Velocity
component.
time: Res<Time>
gives us access to the time since the last frame, allowing for frame-rate independent movement. Inside the loop, we update the
pos.x
and
pos.y
using the
vel.x
and
vel.y
and the
delta_seconds
. If you run
cargo run
now, you’ll see the Bevy window appear, and a beige square will start moving diagonally across the screen! It won’t be visible in the console output unless you uncomment the
println!
line, but it’s definitely moving in the game window. This demonstrates how you can combine different components to create entities with specific behaviors and how systems can modify these components over time. This is the essence of game development with Bevy, guys! We’re making things move!
Conclusion: Your Bevy Journey Begins!
And there you have it, folks! You’ve just taken your very first steps into the world of the Bevy game engine. We covered setting up your Rust environment, creating a new Bevy project using
cargo
, and, most importantly, we delved into the core concepts of Bevy’s Entity-Component-System (ECS) architecture. You learned how entities are just IDs, components hold the data, and systems contain the logic.
We then walked through writing actual Bevy code, from the
main
function and
DefaultPlugins
to spawning entities with single and multiple components. You saw how to define custom components like
Person
,
Position
, and
Velocity
, and how systems like
print_people_names
and
move_square
query and manipulate this data. If you ran
cargo run
, you should have seen a window with a beige square moving across it, proving your code is working!
This is just the tip of the iceberg, but understanding these fundamentals is crucial for building anything more complex. Bevy’s ECS is incredibly powerful and efficient, and as you continue your journey, you’ll discover how to leverage it for sophisticated game mechanics, UI, networking, and much more. Keep experimenting, keep learning, and don’t be afraid to dive into the Bevy documentation and community resources. The Bevy ecosystem is growing rapidly, and there are tons of helpful people and examples out there.
So, congratulations on getting your Bevy project up and running! You’ve built a solid foundation, and I can’t wait to see what amazing games you’ll create. Happy game developing, everyone!