前端开发

bevy-ecs

gamedev-skills/…t-skills

Structure a Bevy app around its Entity Component System: build the App with plugins, define Component/Resource types, write systems with Query/Res/Commands, filter and order systems, and use the Time resource for frame-rate-independent motion. Use when building or debugging a Bevy game in Rust — when the user mentions Bevy, ECS, App::new, add_systems, Query, Commands, components/systems, or a Cargo.toml depending on bevy.

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安装命令

npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill bevy-ecs

SKILL.md

Bevy ECS

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. New examples target Bevy 0.20. If the project already pins another release, keep that release and use its matching migration guide.

When to use

  • Use when wiring a Bevy App, defining Component/Resource types, writing systems that query entities, ordering/filtering systems, or fixing borrow-conflict panics and frame-dependent movement.
  • Use when 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.