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# Bevy 0.7

**[Bevy Engine](https://daily.dev/sources/bevy)** · 27 min read · 0 upvotes · 0 comments

## Summary

Bevy 0.7, the open-source Rust game engine, ships with skeletal animation and GLTF animation importing, unlimited point lights via storage buffers, compressed GPU texture support (KTX2/DDS/.basis), render-to-texture, compute shader pipeline specialization, and flexible mesh vertex layouts. ECS improvements include ergonomic system ordering without manual labels, Query::many_mut for safe multi-entity mutable access, ParamSet replacing QuerySet, Deref/DerefMut derives, WorldQuery derives, and AnyOf queries. The release also brings audio control (pause, volume, speed, looping), sprite anchors, power-saving event loop modes, and numerous ECS soundness fixes. A migration guide is provided for upgrading from 0.6 to 0.7.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://bevy.org/news/bevy-0-7>

## Questions this post answers

### What new features are in Bevy 0.7 for game animation?

Bevy 0.7 adds 3D skeletal animation support along with GLTF animation importing, both built on the new AnimationPlayer and AnimationClip APIs. Animations can be played, paused, scrubbed, looped, reversed, and speed-controlled. The AnimationPlayer can also animate arbitrary Transform components, not just skeletons, using a system built on flexible mesh vertex layouts and shader imports introduced alongside this release.

_Track engine releases like this one on daily.dev when deciding what to build your next game on._

### How does Bevy 0.7 remove the point light limit in clustered forward rendering?

Bevy 0.7 removes the previous 256 point light cap by adding support for unbounded storage buffers on platforms that support them (everything except WebGL, which still uses uniform buffers). Combined with dynamic light clustering, iterative sphere refinement for cluster assignment (a ~10% performance gain), and light frustum change detection, scenes went from 256 lights up to 25,000 point lights running at 60fps in benchmarks.

_Developers tuning rendering performance can follow engine changes like this via daily.dev._

### What replaced QuerySet in Bevy's ECS and why?

Bevy 0.7 removes QuerySet in favor of ParamSet, which generalizes the same pattern to any conflicting system parameter, not just Queries. For example, ParamSet can resolve a conflict between an EventWriter and a raw ResMut access to the same Events resource, something QuerySet could not express. Developers access members with p0(), p1(), etc. instead of q0(), q1().

_Rust developers migrating ECS code between versions can keep up with breaking API changes on daily.dev._

## Similar posts on daily.dev

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---

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-0-7-iowqo6xqe)

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