// the find
janhohenheim/foxtrot
A 3D reference project and tech demo for the Bevy Engine
Foxtrot is a first-person 3D tech demo built on Bevy, playable in the browser, and it deliberately has no gameplay goal. It shows how one developer would structure movement, object interaction, dialogue, menus, level editing and web and desktop builds in a real Bevy project. It suits Bevy developers who want to read a large working codebase rather than a toy example.
- Hotpatching is wired through bevy_simple_subsecond_system, so systems can be edited while the game runs. Few Bevy reference projects show that, and the README gives the setup path.
- Level authoring goes through TrenchBroom via bevy_trenchbroom, with a real map in assets/maps/volta_i. The workflow for building levels is demonstrated, not just the code that loads them.
- The web build moves audio to a separate thread to avoid stutter in the browser. That is a concrete fix for a real problem, and the README says why it is needed.
- The scope is narrow on purpose. First-person movement, grabbing and throwing, branching dialogue, navigation and debug views each have an implementation you can read on its own.
- The author says it is a mega-example, not a template, and the code is opinionated by design. Lifting one system out means untangling it from the assumptions it makes about the rest of the project.
- The web build needs a nightly compiler and the Bevy CLI alpha. The README does not say what breaks on stable, which matters for a project meant to be read and reused.
- The last push was in February 2026 and Bevy has changed a lot since then. Expect to port it before it runs against current Bevy, and check whether the TrenchBroom and hotpatching dependencies have kept up.
- Assets come from several third-party packs, including The Dark Mod models in assets/models/darkmod. Check each licence before reusing any of them.