Avian Physics 0.5 has been released! 🪶
Avian is an ECS-based 2D and 3D physics engine for Bevy, a refreshingly simple data-driven game engine built in Rust. Avian prioritizes ergonomics and modularity, with a focus on providing a native ECS-driven user experience.
Check out the GitHub repository and the introductory post for more details.
Bevy 0.18 Support
Avian 0.5 is just an update to Bevy 0.18, with no other breaking changes. See Bevy’s own release notes for more details.
This was the first release under our new release process, where we publish Bevy version updates separately from feature releases, to unblock users and third party crates that want to migrate to the latest Bevy release early.
A separate Avian 0.6 feature release with new functionality and improvements will be published when it is ready.
Plans for Avian 0.6
Curious about what is coming in Avian 0.6? Here are some of the planned features and improvements:
- Move-and-slide: The fundamental movement and collision algorithm for a Kinematic Character Controller (KCC).
- Broad phase BVH: Much faster broad phase collision detection using OBVHS, minimizing overhead for large scenes.
- Spatial query rework: Much lower overhead for spatial queries, reusing the broad phase BVH, and supporting generic collider types.
- Joint motors: Velocity and position motors for revolute and prismatic joints.
- Updated KCC examples: Kinematic Character Controller examples using the new move-and-slide functionality.
Keep in mind that these are still in development, so it is possible that not all of them make it into the 0.6 release. I will try to publish 0.6 in time for Bevy Jam #7, so if something is not ready by then, it may need to be cut. We’ll see!
Support Me
While Avian will always be free and permissively licensed, developing and maintaining it takes a lot of time and effort.
If you find my work valuable, consider supporting me through GitHub Sponsors. This is ultimately my hobby, but by supporting me you can help make it more sustainable.
Thank you ❤️