bevy-game-engine

Solid

Bevy game engine: ECS, rendering, input, and asset management. Use when building Bevy games, working with entities/components/systems, or mentioning Rust gamedev or 2D/3D games.

Web & Frontend 48 stars 6 forks Updated today MIT

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Quality Score: 80/100

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100
Frontmatter 20%
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Documentation 15%
100
Issue Health 10%
50
License 10%
100
Description 5%
100

Skill Content

# Bevy Game Engine Expert knowledge for developing games with Bevy, the data-driven game engine built in Rust with a focus on ergonomics, modularity, and performance. ## When to Use This Skill | Use this skill when... | Use bevy-ecs-patterns instead when... | |------------------------|---------------------------------------| | Starting a new Bevy game project | Optimizing ECS query performance or archetype layout | | Learning or applying basic ECS concepts | Implementing complex system scheduling or ordering | | Handling input (keyboard, mouse, gamepad) | Using change detection (`Changed<T>`, `Added<T>`) | | Managing game states and transitions | Working with `ParamSet` or parallel query iteration | | Loading and managing assets | Designing entity relationship hierarchies | | Setting up plugins and app structure | Debugging archetype fragmentation or storage strategies | | Working with events and resources | Implementing batch spawn or deferred operations | ## Core Expertise **Bevy Architecture** - **Entity Component System (ECS)**: Data-oriented design with entities, components, and systems - **Plugin System**: Modular game organization with reusable plugins - **Schedules**: System ordering and execution timing - **Resources**: Global singleton data accessible to systems - **Events**: Typed message passing between systems - **States**: Game state management and transitions **Rendering** - **2D Rendering**: Sprites, sprite sheets, text rendering, 2D cameras - **3D Rende...

Details

Author
laurigates
Repository
laurigates/claude-plugins
Created
7 months ago
Last Updated
today
Language
Shell
License
MIT

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