dcvz
dcvz.io
dcvz
@dcvz.io
Open Source ❤️ Rust. Gamedev enthusiast experimenting with Bevy/Godot. Exploring N64 nostalgia. Building runblaze.dev 🚀
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
I have to be careful to not make too many release in a short time-span 😅 Are you currently using the library?
May 31, 2025 at 9:52 AM
Apologies if release schedule is too fast. I don't plan to make a new release every day, but (un)fortunately had a bit more time than expected 😅
May 31, 2025 at 9:50 AM
Support for AssetServer also means you can now use other #Bevy plugins such as @nikl.me's bevy_asset_loader with your Godot assets ✨
May 30, 2025 at 3:30 PM
Looks like the answer is to create a custom AssetReader ✨
May 29, 2025 at 10:10 PM