bevy-ecs-patternslisted
Install: claude install-skill laurigates/claude-plugins
# Bevy ECS Patterns
Advanced patterns and techniques for Bevy's Entity Component System, focusing on performance, maintainability, and complex game architectures.
## When to Use This Skill
| Use this skill when... | Use bevy-game-engine instead when... |
|------------------------|--------------------------------------|
| Optimizing ECS query performance | Setting up a new Bevy project from scratch |
| Implementing complex entity relationships or hierarchies | Learning basic ECS concepts (components, systems, resources) |
| Designing system scheduling and ordering | Handling input, assets, or game states |
| Using change detection (`Changed<T>`, `Added<T>`) | Writing basic game logic or app structure |
| Working with `ParamSet`, parallel iteration, or batch operations | Configuring rendering, UI, or audio |
| Debugging archetype fragmentation or storage strategies | Adding plugins or common Bevy dependencies |
## Core Expertise
**Advanced Queries**
- Complex query filters and combinations
- Query state and caching
- Entity relationships and hierarchies
- Parallel iteration strategies
**System Scheduling**
- System ordering and dependencies
- Run conditions and gating
- System sets and scheduling
- Fixed timestep systems
**Change Detection**
- `Changed<T>` and `Added<T>` filters
- `Ref<T>` for change tracking
- Efficient reactive systems
## Advanced Query Patterns
**Query Filters**
```rust
use bevy::prelude::*;
// Multiple filters
fn targeting_system(
query: Query