From genres
Wires a Bevy game's ECS core: App setup, components, resources, queries, scheduling, and frame-rate-independent motion. Useful for building/debugging Bevy games in Rust.
How this skill is triggered — by the user, by Claude, or both
Slash command
/genres:bevy-ecsThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
Structure a Bevy game in Rust around the Entity Component System: the `App` and
Structure a Bevy game in Rust around the Entity Component System: the App and
plugins, components and resources, systems with queries, scheduling, and
frame-rate-independent updates. Pins Bevy 0.16+ (code targets 0.16; Bevy's API
shifts each minor release — match your Cargo.toml).
App, defining Component/Resource types, writing
systems that query entities, ordering/filtering systems, or fixing
borrow-conflict panics and frame-dependent movement.Cargo.toml depends on bevy and code calls App::new(),
add_systems, Query, or Commands.When not to use: this is the ECS core. Deep rendering, custom shaders/
pipelines, UI layout, and audio are separate concerns. For engine-agnostic AI or
procedural algorithms, pair with game-ai / procedural-gen.
bevy = "0.16" (or your target) in Cargo.toml and treat the matching docs as
truth. Enable dynamic_linking in dev for faster iterative builds.App. App::new().add_plugins(DefaultPlugins) gives windowing,
input, rendering, time, etc. Register systems into schedules: Startup (once)
and Update (every frame).#[derive(Component)] for
per-entity data; #[derive(Resource)] for one-of-a-kind data (score, settings,
the Time clock).Query<...>
for entities, Res<T>/ResMut<T> for resources, Commands for deferred
spawn/despawn. Systems run in parallel when their accesses don't conflict.time.delta_secs() so speed is frame-rate independent..chain() or explicit constraints;
gate systems with run_if. Group related setup into Plugins. Build with
cargo run and read the panics — Bevy reports conflicting queries at startup.# Cargo.toml — pin the version; the API differs across minor releases.
[dependencies]
bevy = "0.16"
# Dev-only: faster recompiles. (Add the matching dynamic linking setup per the book.)
# bevy = { version = "0.16", features = ["dynamic_linking"] }
// main.rs
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins) // window, input, render, time, ...
.add_systems(Startup, setup) // runs once at startup
.add_systems(Update, move_players) // runs every frame
.run();
}
#[derive(Component)]
struct Player;
#[derive(Component)]
struct Velocity(Vec2);
#[derive(Resource)]
struct Score(u32);
fn setup(mut commands: Commands) {
commands.insert_resource(Score(0));
// Camera2d is a component with required components (bundles removed in 0.16);
// spawning it pulls in Transform, Camera, etc. automatically.
commands.spawn(Camera2d);
// Spawn an entity as a tuple of components.
commands.spawn((
Player,
Velocity(Vec2::new(150.0, 0.0)),
Transform::from_xyz(0.0, 0.0, 0.0),
));
}
// Iterate every entity that has BOTH Velocity and Transform; mutate Transform.
fn move_players(time: Res<Time>, mut query: Query<(&Velocity, &mut Transform)>) {
for (velocity, mut transform) in &mut query {
// delta_secs() is f32 seconds (renamed from delta_seconds() in 0.16).
transform.translation += velocity.0.extend(0.0) * time.delta_secs();
}
}
// Only entities tagged Player (the Player component itself isn't read).
fn aim_player(mut q: Query<&mut Transform, With<Player>>) { /* ... */ }
// Disjoint two mutable Transform queries so they don't conflict at runtime.
fn separate(
mut players: Query<&mut Transform, With<Player>>,
mut enemies: Query<&mut Transform, Without<Player>>,
) { /* ... */ }
// React only when Health changed since last run (change detection).
fn on_health_change(q: Query<&Health, Changed<Health>>) {
for health in &q { /* update the HUD, etc. */ }
}
fn add_points(mut score: ResMut<Score>) {
score.0 += 10; // ResMut = write access
}
fn show_score(score: Res<Score>) {
info!("score: {}", score.0); // Res = read access
}
fn main() {
App::new()
.add_plugins((DefaultPlugins, GameplayPlugin))
// .chain() forces order: damage resolves before death is checked.
.add_systems(Update, (apply_damage, check_deaths).chain())
// run_if gates a system on a condition each frame.
.add_systems(Update, spawn_wave.run_if(wave_timer_finished))
.run();
}
struct GameplayPlugin;
impl Plugin for GameplayPlugin {
fn build(&self, app: &mut App) {
app.insert_resource(Score(0))
.add_systems(Startup, setup)
.add_systems(Update, (move_players, add_points));
}
}
delta_seconds() not found → it was renamed to time.delta_secs() (and
elapsed_secs()) in 0.16. Using the old name fails to compile.time.delta_secs(). Never assume a fixed frame time.Querys in one
system both write the same component, or one reads while another writes overlapping
entities. Make them disjoint with With/Without, or use ParamSet.Camera2dBundle/SpriteBundle not found → bundles were deprecated in 0.15 and
removed in 0.16.
Spawn the components directly (Camera2d, Sprite, Transform); required
components fill in the rest.Component is not implemented" → you forgot #[derive(Component)]
(or #[derive(Resource)] for a resource).Commands are
deferred and applied at the next sync point. Read the entity in a subsequent system,
not the one that spawned it.B must follow A, add (A, B).chain() or an explicit ordering constraint.SystemSet ordering, States/OnEnter/OnExit, change
detection, Commands lifecycle and sync points, ParamSet for conflicting
queries, and a version note on the events/observers API, read
references/queries-and-scheduling.md.game-ai — FSMs/behavior trees/steering as portable concepts to implement in ECS.procedural-gen — noise/RNG/generation algorithms to drive from systems.pygame-core / love2d-core — lighter-weight engines for smaller projects.npx claudepluginhub gamedev-skills/awesome-gamedev-agent-skills --plugin workflowsGuides game developers in using Bevy's ECS architecture in Rust, covering components, systems, queries, resources, and parallel scheduling.
Develops games using Bevy engine in Rust with ECS, plugins, rendering, input handling, assets, and game loops. Useful for 2D/3D projects involving entities, components, systems.