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bevy-ecs-expert
Master Bevy's Entity Component System (ECS) in Rust, covering Systems, Queries, Resources, and parallel scheduling.
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Master Bevy's Entity Component System (ECS) in Rust, covering Systems, Queries, Resources, and parallel scheduling.
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SKILL FILEWhat Claude actually reads
## Overview
A guide to building high-performance game logic using Bevy's data-oriented ECS architecture. Learn how to structure systems, optimize queries, manage resources, and leverage parallel execution.
## When to Use This Skill
- Use when developing games with the Bevy engine in Rust.
- Use when designing game systems that need to run in parallel.
- Use when optimizing game performance by minimizing cache misses.
- Use when refactoring object-oriented logic into data-oriented ECS patterns.
## Step-by-Step Guide
### 1. Defining Components
Use simple structs for data. Derive `Component` and `Reflect`.
```rust
#[derive(Component, Reflect, Default)]
#[reflect(Component)]
struct Velocity {
x: f32,
y: f32,
}
#[derive(Component)]
struct Player;
```
### 2. Writing Systems
Systems are regular Rust functions that query components.
```rust
fn movement_system(
time: Res<Time>,
mut query: Query<(&mut Transform, &Velocity), With<Player>>,
) {
for (mut transform, velocity) in &mut query {
transform.translation.x += velocity.x * time.delta_seconds();
transform.translation.y += velocity.y * time.delta_seconds();
}
}
```
### 3. Managing Resources
Use `Resource` for global data (score, game state).
```rust
#[derive(Resource)]
struct GameState {
score: u32,
}
fn score_system(mut game_state: ResMut<GameState>) {
game_state.score += 10;
}
```
### 4. Scheduling Systems
Add systems to the `App` builder, defining execution order if needed.
```rust
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.init_resource::<GameState>()
.add_systems(Update, (movement_system, score_system).chain())
.run();
}
```
## Examples
### Example 1: Spawning Entities with Require Component
```rust
use bevy::prelude::*;
#[derive(Component, Reflect, Default)]
#[require(Velocity, Sprite)]
struct Player;
#[derive(Component, Default)]
struct Velocity {
x: f32,
y: f32,
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn((
Player,
Velocity { x: 10.0, y: 0.0 },
Sprite::from_image(asset_server.load("player.png")),
));
}
```
### Example 2: Query Filters
Use `With` and `Without` to filter entities efficiently.
```rust
fn enemy_behavior(
query: Query<&Transform, (With<Enemy>, Without<Dead>)>,
) {
for transform in &query {
// Only active enemies processed here
}
}
```
## Best Practices
- ✅ **Do:** Use `Query` filters (`With`, `Without`, `Changed`) to reduce iteration count.
- ✅ **Do:** Prefer `Res` over `ResMut` when read-only access is sufficient to allow parallel execution.
- ✅ **Do:** Use `Bundle` to spawn complex entities atomically.
- ❌ **Don't:** Store heavy logic inside Components; keep them as pure data.
- ❌ **Don't:** Use `RefCell` or interior mutability inside components; let the ECS handle borrowing.
## Troubleshooting
**Problem:** System panic with "Conflict" error.
**Solution:** You are likely trying to access the same component mutably in two systems running in parallel. Use `.chain()` to order them or split the logic.