SKILL.md
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 Rendering: PBR materials, meshes, lighting, shadows, cameras
- UI: bevy_ui for in-game interfaces
- Shaders: Custom WGSL shaders and render pipelines
Reference Files
The ECS core, project setup, and the command set below are everything a first pass needs. Follow one link when the task calls for it — nothing under references/ is loaded unless you open it.
| Path you are on | File | Carries |
|---|---|---|
| Reading player input | [references/input.md](references/input.md) |
ButtonInput keyboard/mouse polling, pressed vs just-pressed, cursor position, gamepad and rebinding pointers |
| Loading assets, or driving the state machine | [references/assets-and-states.md](references/assets-and-states.md) |
AssetServer handles and LoadState gating, States enum, OnEnter/OnExit/runif(instate), NextState timing |
| Decoupling two systems that must communicate | [references/events.md](references/events.md) |
#[derive(Event)], EventWriter/EventReader, add_event registration, the two-frame buffer and ordering caveat |
| Laying out a growing game, or chasing frame time | [references/project-architecture.md](references/project-architecture.md) |
Directory layout, plugin/marker-component organization, query-filter and profiling guidance, bundles and system sets |
Key Capabilities
ECS Fundamentals
use bevy::prelude::*;
// Components are plain data structs
#[derive(Component)]
struct Player;
#[derive(Component)]
struct Health(f32);
#[derive(Component)]
struct Velocity(Vec2);
// Spawn entities with components
fn spawn_player(mut commands: Commands) {
commands.spawn((
Player,
Health(100.0),
Velocity(Vec2::ZERO),
SpriteBundle {
transform: Transform::from_xyz(0.0, 0.0, 0.0),
..default()
},
));
}
// Systems query for components
fn move_player(
time: Res<Time>,
mut query: Query<(&Velocity, &mut Transform), With<Player>>,
) {
for (velocity, mut transform) in &mut query {
transform.translation += velocity.0.extend(0.0) * time.delta_seconds();
}
}
App Structure
use bevy::prelude::*;
fn main() {
App::new()
// Default plugins (window, rendering, input, etc.)
.add_plugins(DefaultPlugins)
// Custom plugins
.add_plugins(GamePlugin)
// Resources
.insert_resource(GameSettings::default())
// Startup systems (run once)
.add_systems(Startup, setup)
// Update systems (run every frame)
.add_systems(Update, (
player_movement,
collision_detection,
update_score,
))
.run();
}
// Organize with plugins
pub struct GamePlugin;
impl Plugin for GamePlugin {
fn build(&self, app: &mut App) {
app.add_systems(Startup, spawn_player)
.add_systems(Update, player_input);
}
}
Essential Commands
# Create new Bevy project from the official template (recommended — ships an
# opinionated app skeleton, CI, and release profiles). See rust-plugin's
# cargo-generate skill.
cargo generate --git https://github.com/TheBevyFlock/bevy_new_2d --name my_game
# Or start from an empty crate
cargo new my_game
cd my_game
cargo add bevy
# Run with fast compile times (debug)
cargo run
# Run with optimizations
cargo run --release
# Enable dynamic linking for faster compiles (dev only)
cargo run --features bevy/dynamic_linking
# Common dev dependencies
cargo add bevy_egui # Debug UI
cargo add bevy_rapier2d # 2D physics
cargo add bevy_rapier3d # 3D physics
cargo add bevy_asset_loader # Asset loading helpers
cargo add leafwing-input-manager # Advanced input
Agentic Optimizations
| Context | Command | |
|---|---|---|
| Quick compile check | `cargo check 2>&1 \ | head -30` |
| Fast test run | cargo test --lib -- --test-threads=1 -q |
|
| Run with fast compiles (dev) | cargo run --features bevy/dynamic_linking |
|
| Run optimized build | cargo run --release |
|
| Check for common issues | `cargo clippy -- -W clippy::all 2>&1 \ | head -50` |
| List plugins in project | grep -rn "impl Plugin for" src/ --include="*.rs" |
|
| List game states | grep -rn "derive.States" src/ --include=".rs" |
|
| Find event definitions | grep -rn "derive.Event" src/ --include=".rs" |
|
| List dependencies | `cargo metadata --format-version=1 \ | jq -r '.packages[0].dependencies[].name'` |
For detailed ECS patterns, advanced queries, and system scheduling, see the bevy-ecs-patterns skill.