Basic Concepts
Before diving into godot-bevy development, it's important to understand the key concepts that make this integration work.
The Hybrid Architecture
godot-bevy creates a bridge between two powerful systems:
Godot Side
- Scene tree with nodes
- Visual editor for level design
- Asset pipeline for resources
- Rendering engine
- Physics engine
Bevy Side
- Entity Component System (ECS)
- Systems for game logic
- Components for data
- Resources for shared state
- Schedules for execution order
The Bridge
godot-bevy seamlessly connects these worlds:
- Godot nodes ↔ ECS entities
- Node properties ↔ Components
- Signals → Events
- Resources ↔ Assets
Core Components
Entities
In godot-bevy, Godot nodes are automatically registered as ECS entities:
#![allow(unused)] fn main() { // When a node is added to the scene tree, // it becomes queryable as an entity fn find_player( query: Query<&Name, With<GodotNodeHandle>>, ) { for name in query.iter() { if name.as_str() == "Player" { // Found the player node! } } } }
Components
Components store data on entities. godot-bevy provides several built-in components:
GodotNodeHandle
- Reference to the Godot nodeTransform2D/3D
- Position, rotation, scaleName
- Node nameCollisions
- Collision eventsGroups
- Godot node groups
Systems
Systems contain your game logic and run on a schedule:
#![allow(unused)] fn main() { fn movement_system( time: Res<Time>, mut query: Query<&mut Transform2D, With<Player>>, ) { for mut transform in query.iter_mut() { transform.as_bevy_mut().translation.x += 100.0 * time.delta_seconds(); } } }
The #[bevy_app] Macro
The entry point for godot-bevy is the #[bevy_app]
macro:
#![allow(unused)] fn main() { #[bevy_app] fn build_app(app: &mut App) { // Configure your Bevy app here app.add_systems(Update, my_system); } }
This macro:
- Creates the GDExtension entry point
- Sets up the Bevy app
- Integrates with Godot's lifecycle
- Handles all the bridging magic
Data Flow
Understanding how data flows between Godot and Bevy is crucial:
Godot → Bevy
- Node added to scene tree
- Entity created with components
- Signals converted to events
- Input forwarded to systems
Bevy → Godot
- Transform components sync to nodes
- Commands can modify scene tree
- Resources can be loaded
- Audio can be played
Key Principles
1. Godot for Content, Bevy for Logic
- Design levels in Godot's editor
- Write game logic in Bevy systems
- Let each tool do what it does best
2. Components as the Source of Truth
- Store game state in components
- Use Godot nodes for presentation
- Sync only what's necessary
3. Systems for Everything
- Movement? System.
- Combat? System.
- UI updates? System.
- This promotes modularity and reusability
4. Leverage Both Ecosystems
- Use Godot's assets and tools
- Use Bevy's plugins and crates
- Don't reinvent what already exists
Common Patterns
Finding Nodes by Name
#![allow(unused)] fn main() { fn setup( mut query: Query<(&Name, Entity)>, ) { let player = query.iter() .find_entity_by_name("Player") .expect("Player node must exist"); } }
Reacting to Signals
#![allow(unused)] fn main() { fn handle_button_press( mut events: EventReader<GodotSignal>, ) { for signal in events.read() { if signal.name == "pressed" { // Button was pressed! } } } }
Spawning Godot Scenes
#![allow(unused)] fn main() { fn spawn_enemy( mut commands: Commands, enemy_scene: Res<EnemyScene>, ) { commands.spawn(( GodotScene::from_handle(enemy_scene.0.clone()), Enemy { health: 100 }, Transform2D::default(), )); } }
Next Steps
Now that you understand the basic concepts:
- Try the examples
- Read about specific systems in detail
- Start building your game!
Remember: godot-bevy is about using the right tool for the right job. Embrace both Godot and Bevy's strengths!