Tooling Jan 2, 2026

Why we built godot-bevy

A short origin story for our flagship tool—and the studio behind it.

Byte Meadow is an aspiring game studio. The thing we can ship today—and iterate on fastest—is tooling.

godot-bevy started as an internal experiment: we love Godot’s editor and scene workflow, and we love Bevy’s ECS-first approach to game code. We didn’t want to give either up, so we tried to build a bridge.

The goal is simple:

  • Keep Godot’s scene-first iteration loop.
  • Write gameplay as Bevy systems in Rust.
  • Make the “two worlds” sync in a way that’s predictable and debuggable.

We open-sourced it because we’re not the only team that wants this combination. Shipping in public forces clarity (docs, examples, migrations), and it makes it easier for other developers to shape the project with real feedback.

If you’re curious, start here:

We’ll keep using this journal for short notes like this: what we’re building, why it exists, and what we learned along the way.

Byte Meadow journal. Building in public, shipping with care.