The first release since the 0.8 release in August, Bevy 0.9 brings several improvements to the Rust powered open source game frameworks.
Highlights of the Bevy 0.9 release include:
- HDR Post Processing, Tonemapping, and Bloom: Bevy has a new HDR post processing and tonemapping pipeline, which we used to implement the “bloom” post processing effect!
- FXAA: Fast approximate anti-aliasing was added, which gives users a new cheap option for screen space anti-aliasing.
- Deband Dithering: Hide gradient precision errors with this new post processing effect!
- Other Post Processing Improvements: View target double buffering and automatic render target format handling.
- New Scene Format: Bevy’s new scene format is smaller, simpler to compose manually, and easier to read. Comes in both “human readable” and “binary” variants!
- Code Driven Scene Construction: Build scenes dynamically from an existing app using queries and specific entity references.
- Improved Entity/Component APIs: Spawning entities with components is now simpler and more ergonomic than ever!
- Exclusive System Rework: Exclusive systems (systems with unique ECS World access) are now just “normal” systems with significantly improved usability.
- Enum Reflection: Bevy Reflect can now reflect enum types, which exposes them to Bevy’s scene system and opens doors to editor tooling for enums.
- Time Shader Globals: Time is now passed to shaders as a global, making time-driven animation in custom shaders easy!
- Plugin Settings: Plugins can now have settings, which can be overridden in plugin groups, simplifying the plugin configuration story.
- Bevy UI Z-Indices: Control how UI elements stack on top of each other using local and global z-indices
You can learn more about the Bevy 0.9 release in the video below.