Keyboard shortcuts

Press ← or → to navigate between chapters

Press S or / to search in the book

Press ? to show this help

Press Esc to hide this help

The map of the coven

Every crate in the family, grouped by what it gives a game. Each picture plays from the crate’s own repository.

The grimoire and the Cauldron

bevy_grimoire

The grimoire is what a game loads: a library of pieces and a map. The Cauldron is the editor that writes it: it learns a world’s grammar from your example and builds more, with the Familiar beside you.

World

bevy_elements

Sky, weather, wind, clouds, terrain and water, simulated in compute shaders.

bevy_flora

Procedural stylized trees and shrubs that grow over time.

isomesh

isomesh and bevy_isomesh: signed distance fields in, meshes out, with caves and carving.

bevy_lights

Flickering fires and a budgeted pool of real lights over thousands of virtual ones.

bevy_light_grid

An illuminance grid that creature AI can read and follow.

Life

bevy_society

Villagers with needs, moods, memories, relationships, rumours and factions.

bevy_stigmergy

Fading marks on a grid that crowds coordinate through, like ant trails.

bevy_orca

Walkers that steer around each other without colliding.

bevy_speech_bubbles

Speech balloons, barks, conversation graphs and a dialog box.

Interface

bevy_gooey

Menus, HUD meters, dialogs and tooltips with keyboard and gamepad navigation.

Spectacle

bevy_carnage

Wounds that bleed and bodies that break, deterministic to the bit.

Agents and tooling

bevy_fairy

Lets a coding agent read and drive a running Bevy game.