lvtd-llc/skills

rust-bevy-fixed-step-physics

Design and review Bevy fixed-step 2D physics loops with velocity components, deterministic movement, collision prediction, interpolation, impulses, and tweened presentation.

First seen Jun 29, 2026

Installation

$ npx skills add lvtd-llc/skills --skill rust-bevy-fixed-step-physics

Summary

  • Design and review Bevy fixed-step 2D physics loops with velocity components, deterministic movement, collision prediction, interpolation, impulses, and tweened presentation.
  • Use when movement depends on frame rate, collision misses appear at high speed, physics and animation are tangled, or Bevy gameplay needs stable simulation steps.

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More details

Agent compatibility

Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.

Claude Code Declared
Cursor Not declared
Codex Declared
GitHub Copilot Not declared
Windsurf Not declared
Gemini CLI Not declared
Cline Not declared
OpenCode Not declared

Repository health

Stars 1
License LICENSE
Default branch main
Open issues 0
Status Active

Skill metadata

Parsed from SKILL.md frontmatter.

Version0.1.0
LicenseMIT
CompatibilityCodex, Claude Code, and other Agent Skills-compatible clients.
Declared agents claude-code codex
More metadata
version
0.1.0
displayName
Rust Bevy Fixed Step Physics
category
Rust
tags
rust,bevy,gamedev,physics,simulation

Package contents

Files included with this skill beyond the listing page.

  • skill md SKILL.md 1,719 B
  • docs SUMMARY.md 372 B

History

  1. First seen on skills.sh
  2. First recorded snapshot · 42 installs

SKILL.md

Rust Bevy Fixed Step Physics

Use this skill to separate deterministic simulation from frame-rate-dependent presentation in Bevy games.

Core Workflow

  1. Identify which movement must be deterministic and collision-safe.
  2. Sample input in update systems, then apply movement in fixed-step systems.
  3. Store velocity, acceleration, and intent explicitly in components/resources.
  4. Predict or sweep movement before committing positions.
  5. Emit physics/collision events; keep animation and particles as presentation.
  6. Interpolate or tween visuals when fixed simulation looks choppy.

Read Next

Task Load
Fix frame-rate-dependent movement guidelines.md, workflows/stabilize-physics.md
Add fixed movement and collision prediction references/fixed-step-patterns.md
Separate animation from physics references/fixed-step-patterns.md

Source Notes

Guidance is transformed and paraphrased from Herbert Wolverson, Advanced Hands-On Rust, especially Chapters 7 through 9 on movement, collision, and smoothing. Examples are original skeletons.