dcvz
dcvz.io
dcvz
@dcvz.io
Open Source ❤️ Rust. Gamedev enthusiast experimenting with Bevy/Godot. Exploring N64 nostalgia. Building runblaze.dev 🚀
It’s nearly done now and have to say, it’s quite nice to be able to see the entities 😍
December 10, 2025 at 3:43 PM
Do check it out, and I’d love to hear your thoughts! Our motivation is very similar to what you said: teams need editors, but we love Bevy + Rust. We’ve been refining the API based on feedback from folks building real projects with it, and the more feedback we get, the better we can make it ✨
December 8, 2025 at 9:06 PM
Good point! Library that brings the power of Bevy to Godot projects! github.com/bytemeadow/g...
GitHub - bytemeadow/godot-bevy: A library to use Bevy for Godot projects
A library to use Bevy for Godot projects. Contribute to bytemeadow/godot-bevy development by creating an account on GitHub.
github.com
December 7, 2025 at 8:50 PM
Better
October 17, 2025 at 11:16 AM
I hope that sort of answers your query! Feel free to ask if you have any other questions 😁
June 15, 2025 at 9:16 AM
As a developer if you’re careful about architecting your systems to isolate Godot API. That can make a big difference too. For example track animation state in ECS, and just have one system that actually makes the call to a Godot node to set the animation tree, etc
June 15, 2025 at 9:15 AM
There are a few things the lib has that if you use, should make transitions less painful: using our Transforms for movement. BevyBundle macro allows you to tag Godot Nodes with components. Your queries can be specific to your needs (Player, Health, etc) and not Godot specific: With<Sprite2DMarker>
June 15, 2025 at 9:15 AM
Great question! Obviously I can’t really tell you as it hasn’t happened yet but for one it’s a possibility I do try to keep in mind as I further develop the library.

I won’t say it’d be completely painless but IMO if you build with that mindset from the start, you can go a long way
June 15, 2025 at 9:15 AM
🧩 The second change is a nice QoL upgrade:
#[derive(NodeTreeView)] is already great for finding subnodes easily.

Now it supports pattern matching — making your tree traversals more flexible and robust!
June 8, 2025 at 9:04 AM
🎯 The biggest change: introducing the bevy_component macro!

Now you can annotate custom Godot Nodes with the components they should get when converted into Bevy entities — with field matching.

This gives a ton of control for Godot-first workflows where scene building happens entirely in editor 🙌
June 8, 2025 at 9:04 AM