Skip to content
HomeVideosBooksBlogs
AllTop postsTopics
Podcasts
HistoryListsWatch laterLiked videosFollowing

The videos, books, blogs and podcasts Hacker News keeps recommending, all in one place.

VideosBooksBlogsPodcastsAboutPrivacySettings

Data from Hacker News, HackerTube, HackerBooks, HackerBlogs and Open Library. Credits · Not affiliated with Y Combinator.

HomeVideosBooksBlogsPodcasts
Ctrl K
    B

    Bevy News

    bevy.org · Company blog · on HN since 2025

    Bevy is an open-source game engine written in Rust, and its news page posts release notes, birthdays, and learning resources.

    Visit blogHN submissions
    GamesOpen Source & LinuxProgramming
    What HN says

    HN commenters link it as the Bevy project site, including its in-progress Bevy Book, and mention it when discussing texture compression.

    Stats for nerds
    18HN people shared it
    10linked in comments
    73story points
    Apr 2026last shared
    2025people per year2026

    Top posts on HN

    1. 1
      Bevy 0.17: ECS-driven game engine built in Rust
      1 person · 40 points · first shared 2025 · 6 comments on HN
    2. 2
      Bevy's Fifth Birthday
      1 person · 20 points · first shared 2025 · 2 comments on HN
    3. 3
      Bevy 0.19
      3 people · 6 points · first shared 2026 · 1 comments on HN
    4. 4
      Bevy 0.18
      1 person · 3 points · first shared 2026 · Discussion on HN
    5. 5
      Bevy: A refreshingly simple data-driven game engine built in Rust
      6 people · 2 points · first shared 2025 · Discussion on HN
    6. 6
      Bevy's Sixth Birthday
      2 people · 2 points · first shared 2026 · Discussion on HN
    7. 7
      Setup
      2 people · first shared 2025
    8. 8
      Intro
      2 people · first shared 2026
    9. 9
      News
      1 person · first shared 2026
    10. 10
      Introduction
      1 person · first shared 2026

    What HN people wrote when they linked it

    • gametorchJun 2025

      TL;DR:

      I started making a video game. I assumed 2D video game art generation was a solved problem. It wasn't. I tried to solve it and ended up getting close. This post's URL provides an example of how far image generation models have come (and how far coding LLMs have come, because they built that entire website, with my assistance, in 2 months).

      Long Post:

      I originally started programming because, like many others, I wanted to make video games. A bachelor's degree in Computer Science, a few internships in Silicon Valley, and some year-long stints at various companies that shall not be named here -later, I ended up where I started from: making video games.

      I set out on my game-making journey intent to fully embrace change, because the times they are a-changing, as they always seem to do. First, I'd write the game in Rust, a language which I wish we had when I was in college (though I admit learning C is absolutely a pedagogical rite in any up-to-snuff CS program). Second, I'd use LLMs to guide me on my way.

      I quickly found my bearings with the Bevy game engine [1]. I implemented Flappy Bird for practice. Sailing was smooth. It was time to make the game I originally intended to make.

      Early in the development of the game I found the need to procure assets. I had already stumbled upon Meshy [2], a web app that let's you create 3d meshes from prompts. I think this is a great product and I gladly paid for it. However, I was making a 2D game, and 2D games need 2D assets. I…

    • nicoburnsJul 2025

      > The current roadmap lists Shadow DOM and CSS Grid as priorities

      I've been working on the CSS Grid support. About to land "named grid lines and areas" support which should make a bunch more websites layout correctly.

      I'm biased because it's my project, but IMO the approach Servo is using for CSS Grid is pretty cool in that the actual implementation is in an external library (Taffy [0]) that can be used standalone and is widely used accross the Rust UI ecosystem, including in the Blitz [1] web engine (which also uses Taffy for Flexbox and Block layout), the Zed [2] text editor, and the Bevy [3] game engine.

      I'm hopeful that this approach of breaking down a web engine into independently usable modules with public APIs (which builds upon Servo's earlier work on modular libraries such as Stylo and html5ever) will make it easier for people to get involved in web engine development (as they can understand each piece in isolation), and make it easier for people to create new web engines in future (as they won't have to start completely from scratch).

      [0]: https://github.com/DioxusLabs/taffy [1]: https://github.com/DioxusLabs/blitz [2]: https://zed.dev [3]: https://bevy.org/

    • jms55Sep 2025

      I've been evaluating texture compression options for including in Bevy https://bevy.org, and there's just, not really any good options?

      Requirements:

      * Generate mipmaps

      * Convert to BC and ASTC

      * Convert to ktx2 with zstd super-compression

      * Handle color, normal maps, alpha masks, HDR textures, etc

      * Open source

      * (Nice to have) runs on the GPU to be fast

      I unfortunately haven't found any option that cover all of these points. Some tools only write DDS, or don't handle ASTC, or want to use basis universal, or don't generate mipmaps, etc.

    • embedding-shapeJan 2026

      > I believe Chromium development often uses a mode with .dlls dynamic linking instead of what they release which is all static linked exactly to speed up incremental development. The "fast" case is C not C++.

      Bevy, a Rust ECS framework for building games (among other things), has a similar solution by offering a build/rust "feature" that enables dynamic linking (called "dynamic_linking"). https://bevy.org/learn/quick-start/getting-started/setup/#dynamic-linking

    • littlestymaarOct 2025

      Come on.

      There's no “big tutorial” though. There's a section about compilation time performance[1] but it's arguably not “big”, and the most impactful parts of it is about linking time, not compilation time. And half of the section is now obsolete since rust uses `lld` by default.

      [1] https://bevy.org/learn/quick-start/getting-started/setup/#enable-fast-compiles-optional

    • LichtsoFeb 2026

      Really depends: In some areas it is quite advanced (rendering) and in others it is lacking / underdeveloped (editors / tooling). But there is an incredible amount of progress and also churn in keeping up with that.

      https://thisweekinbevy.com/
      https://bevy.org/news/

    Related

    Raph Levienraphlinus.github.io128 people

    Thoughts on Rust bloat

    Raph Levien
    Personal · last shared 2026
    Alexis Beingessnercglab.ca/~abeinges61 people

    Rust, Generics, and Collections

    Alexis Beingessner
    Personal · last shared 2024
    Rust Blogblog.rust-lang.org533 people

    Announcing Rust 1.0

    Rust Blog
    Company · last shared 2026
    Fyrox Blogfyrox.rs18 people

    Fyrox 0.25 Feature Highlights

    Fyrox Blog
    Company · last shared 2026
    Lunatic Bloglunatic.solutions21 people

    Lunatic is an Erlang-inspired runtime for WebAssembly

    Lunatic Blog
    Company · last shared 2026
    rust-analyzer Blogrust-analyzer.github.io50 people

    Rust-analyzer – an IDE backend for Rust

    rust-analyzer Blog
    Company · last shared 2026
    without.boatswithout.boats80 people

    Pin

    without.boats
    Personal · last shared 2026
    Stream Bloggetstream.io60 people

    Winds 2.0: It’s Time to Revive RSS

    Stream Blog
    Company · last shared 2026