diff --git a/content/news/2026-06-14-bevy-0.19/index.md b/content/news/2026-06-14-bevy-0.19/index.md index 886251acb1..15e8125c90 100644 --- a/content/news/2026-06-14-bevy-0.19/index.md +++ b/content/news/2026-06-14-bevy-0.19/index.md @@ -1533,7 +1533,7 @@ and polish them while we put it all together. - **Unified 2D and 3D rendering internals:** Bevy's 2D rendering is plenty fast, but it's started to lag behind our 3D rendering in terms of both performance and features. We're hoping to unify its internal architecture to avoid duplicating work, keeping the high-level `Sprite` API completely untouched. - **Entity inspector:** Examine trees of entities, inside your game, and inside of the eventual editor. The framework has been prototyped and widgets continue apace. Now it's time to put it all together! - **Assets-as-entities:** Bevy's asset system is a bespoke ball of code, with its own unique idioms and complex API surface. We're ready to move this into the ECS itself, allowing engine internals and end users to leverage the powerful features they already use everywhere else. -- **WESL shader language:** WGSL is an adequate shader language, but it's missing some important niceties. Bevy has been working together with a cross-project group to extend it, in the form of [WESL]. We've [supported WESL for more than a year], but we're planning to port our existing internal shaders to use WESL, and endorse it as the shader language of choice for Bevy. +- **WESL shader language:** WGSL is an adequate shader language, but it's missing some important niceties. Bevy has been working together with a cross-project group to extend it, in the form of [WESL]. We've [supported WESL for more than a year](https://github.com/bevyengine/bevy/pull/17953), but we're planning to port our existing internal shaders to use WESL, and endorse it as the shader language of choice for Bevy. - **A much more complete Bevy book:** Wish the Bevy Book was longer? We do too! We've substantially extended it, covering a much wider range of topics in more depth, and are hoping to release what we have soon, during the 0.20 development cycle. Expect a steady stream of new chapters as more of the engine reaches a "stable enough" status. {{ support_bevy() }}