smithery/laurigates

bevy-ecs-patterns

Advanced Bevy ECS: complex queries, system scheduling, change detection, and performance tuning. Use when optimizing Bevy architecture or implementing complex game systems.

Installation

$ npx skills add smithery/laurigates --skill bevy-ecs-patterns

Similar popular skills

Related neighbors and high-traction skills in the same topics — useful to compare before installing.

Also in this package

Other skills from smithery/laurigates · top by installs.

npx skills add smithery/laurigates

Browse all from smithery/laurigates

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 Not declared
Cursor Not declared
Codex Not declared
GitHub Copilot Not declared
Windsurf Not declared
Gemini CLI Not declared
Cline Not declared
OpenCode Not declared

Skill metadata

Parsed from SKILL.md frontmatter.

Allowed toolsGlob, Grep, Read, Bash(cargo *), Edit, Write, TodoWrite, WebFetch, WebSearch

Package contents

Files included with this skill beyond the listing page.

  • skill md SKILL.md 5,108 B
  • docs SUMMARY.md 286 B

History

  1. First recorded snapshot · 0 installs

SKILL.md

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

use bevy::prelude::*;

// Multiple filters
fn targeting_system(
    query: Query<
        (&Transform, &mut Target),
        (With<Enemy>, Without<Dead>, Changed<Health>)
    >,
) {
    for (transform, mut target) in &query {
        // Only enemies that are alive and recently damaged
    }
}

// Optional components
fn flexible_system(
    query: Query<(&Transform, Option<&Velocity>, Option<&Acceleration>)>,
) {
    for (transform, velocity, acceleration) in &query {
        if let Some(vel) = velocity {
            // Has velocity
        }
    }
}

// Or filters
fn pickup_system(
    query: Query<Entity, Or<(With<HealthPickup>, With<AmmoPickup>)>>,
) {
    for entity in &query {
        // Process any pickup type
    }
}

Multiple Queries with Conflicts

// Use ParamSet when queries have conflicting access
fn combat_system(
    mut param_set: ParamSet<(
        Query<&mut Health, With<Player>>,
        Query<&mut Health, With<Enemy>>,
    )>,
) {
    // Access one query at a time
    for mut health in param_set.p0().iter_mut() {
        health.0 += 1.0; // Heal player
    }

    for mut health in param_set.p1().iter_mut() {
        health.0 -= 10.0; // Damage enemies
    }
}

// Query transmutation for flexible access
fn dynamic_query(
    all_entities: Query<(Entity, &Transform)>,
    players: Query<&Player>,
) {
    for (entity, transform) in &all_entities {
        if players.get(entity).is_ok() {
            // This is a player
        }
    }
}

Entity Relationships

// Parent-child hierarchies
#[derive(Component)]
struct Inventory;

#[derive(Component)]
struct InventorySlot(usize);

fn spawn_inventory(mut commands: Commands) {
    commands.spawn((Inventory, SpatialBundle::default()))
        .with_children(|parent| {
            for i in 0..10 {
                parent.spawn((InventorySlot(i), SpriteBundle::default()));
            }
        });
}

// Query parent from child
fn child_system(
    children: Query<(&InventorySlot, &Parent)>,
    parents: Query<&Inventory>,
) {
    for (slot, parent) in &children {
        if let Ok(inventory) = parents.get(parent.get()) {
            // Access parent inventory
        }
    }
}

// Query children from parent
fn parent_system(
    parents: Query<&Children, With<Inventory>>,
    slots: Query<&InventorySlot>,
) {
    for children in &parents {
        for &child in children.iter() {
            if let Ok(slot) = slots.get(child) {
                // Access child slot
            }
        }
    }
}

Agentic Optimizations

Context Command
Quick compile check `cargo check 2>&1 \ head -30`
Fast test run cargo test --lib -- --test-threads=1 -q
Check ECS usage errors `cargo clippy -- -W clippy::all 2>&1 \ head -50`
List components in project grep -rn "derive(Component)" src/ --include="*.rs"
List systems in project grep -rn "fn.Query<" src/ --include=".rs"
Find system ordering `grep -rn "\.add_systems\ \.chain()\ \.after(\ \.before(" src/ --include="*.rs"`
Check for ParamSet usage grep -rn "ParamSet" src/ --include="*.rs"

For system scheduling, change detection, performance patterns, custom entity commands, and design best practices, see [REFERENCE.md](REFERENCE.md).