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# Bevy 0.13

**[Bevy Engine](https://daily.dev/sources/bevy)** · 69 min read · 0 upvotes · 0 comments

## Summary

Bevy 0.13, the Rust game engine, ships with baked global illumination support (lightmaps, irradiance volumes, reflection probes), approximate indirect specular occlusion, a new first-party primitive shapes API with meshing/gizmo/bounding-volume support, system stepping for frame-by-frame debugging, dynamic queries via QueryBuilder, query transmutation, a WorldQuery trait split into QueryData/QueryFilter, automatic apply_deferred insertion, more flexible one-shot systems with inputs/outputs, camera-driven UI enabling split-screen, configurable camera exposure (EV100), 9-slicing and tiling for 2D sprites/UI, a wgpu 0.17 to 0.19 upgrade improving rendering performance 5-10%, and extensionless asset loading. A migration guide covers upgrading from 0.12.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://bevy.org/news/bevy-0-13>

## Questions this post answers

### What new rendering features did Bevy 0.13 add for baked lighting?

Bevy 0.13 adds support for lightmaps, irradiance volumes (voxel global illumination), reflection probes, and approximate indirect specular occlusion. Lightmaps and irradiance volumes must currently be baked externally in tools like The Lightmapper or Blender's Eevee renderer, since Bevy does not yet support baking them internally.

_Track engine releases like this one on daily.dev to keep rendering pipelines current._

### How do I create a mesh from a primitive shape in Bevy 0.13 instead of the old shape module?

Bevy 0.13 replaces the deprecated shape types like Quad, Box, and UVSphere with a builder-style API using new geometric primitives implementing the Meshable trait. For example, Rectangle::new(2.0, 1.0).mesh() replaces Mesh::from(Quad::new(...)), and Sphere::new(2.0).mesh().ico(8).unwrap() replaces the old Icosphere struct.

_Developers migrating Bevy code between versions can follow release breakdowns like this on daily.dev._

### What is system stepping in Bevy 0.13 and how does it work for debugging?

System stepping in Bevy 0.13 is a debugger-style execution control feature that lets developers pause and advance game logic frame-by-frame or system-by-system while rendering continues to update. It uses a Stepping resource with step_frame and continue_frame actions, supports breakpoints via never_run and always_run configuration, and is disabled by default even when the resource is inserted.

_Game developers evaluating new engine debugging tools can follow updates like this on daily.dev._

## Similar posts on daily.dev

- [Bevy 0.19](https://daily.dev/posts/bevy-0-19-sk3tvicux) · Lobsters · 19 upvotes · 2 comments
- [Bevy 0.18](https://daily.dev/posts/bevy-0-18-uzl4pmeoc) · Lobsters · 51 upvotes · 2 comments

---

Tags: [#aws](https://daily.dev/tags/aws), [#game-development](https://daily.dev/tags/game-development), [#rust](https://daily.dev/tags/rust)

[View this post on daily.dev](https://daily.dev/posts/bevy-0-13-dlewaqsih)

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