The Rust powered open source 2D/3D ECS based game engine Bevy just released Bevy 0.14. This release comes a nearly five months since Bevy 0.13 and contains hundreds of changes and improvements. Highlights of the Bevy 0.14 release include:
- Virtual Geometry: Preprocess meshes into “meshlets”, enabling efficient rendering of huge amounts of geometry
- Sharp Screen Space Reflections: Approximate real time raymarched screen space reflections
- Depth of Field: Cause objects at specific depths to go “out of focus”, mimicking the behavior of physical lenses
- Per-Object Motion Blur: Blur objects moving fast relative to the camera
- Volumetric Fog / Lighting: Simulates fog in 3d space, enabling lights to produce beautiful “god rays”
- Filmic Color Grading: Fine tune tonemapping in your game with a complete set of filmic color grading tools
- PBR Anisotropy: Improve rendering of surfaces whose roughness varies along the tangent and bitangent directions of a mesh, such as brushed metal and hair
- Auto Exposure: Configure cameras to dynamically adjust their exposure based on what they are looking at
- PCF for Point Lights: Smooth out point light shadows, improving their quality
- Animation blending: Our new low-level animation graph adds support for animation blending, and sets the stage for first- and third-party graphical, asset-driven animation tools.
- ECS Observers and Hooks: Automatically (and immediately) respond to arbitrary events, such as component addition and removal
- Better colors: type-safe colors make it clear which color space you’re operating in, and offer an awesome array of useful methods.
- Computed states and substates: Modeling complex app state is a breeze with these type-safe extensions to our
Statesabstraction. - Rounded corners: Rounding off one of
bevy_ui‘s roughest edges, you can now procedurally set the corner radius on your UI elements.
Key Links
You can learn more about the Bevy 0.14 release in the video below.
