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.