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bevy-starter
bevy-starter enthält 24 gesammelte Skills von nolantait, mit Repository-Berufsabdeckung und Skill-Detailseiten auf SkillsMP.
Skills in diesem Repository
Reference for Avian physics engine — rigid bodies, colliders, joints, spatial queries, collision events, character controllers, and debug rendering.
Reference for loading, managing, and tracking assets in Bevy — AssetServer, handles, loading states, events, custom loaders, and hot reloading.
Reference for playing and controlling audio in Bevy — AudioPlayer, AudioSink, spatial audio, volume, and playback settings.
Reference for Bevy Scene Notation (BSN) — the bsn! macro for defining inline scenes with components, children, relationships, observers, and dynamic props.
Reference for cameras in Bevy — Camera2d, Camera3d, viewports, projection, render layers, mouse-to-world, and free camera controllers.
Reference for Bevy Commands — spawning/despawning entities, inserting/removing components, custom commands, trait extensions, and testing.
Reference for bevy_enhanced_input — observer-based input manager with actions, contexts, bindings, conditions, modifiers, presets, and mocking.
Reference for events, messages, and observers in Bevy — Message/MessageReader/MessageWriter, Event/EntityEvent, triggers, observers, and propagation.
Reference for Bevy gizmos — immediate-mode visual debugging, GizmoPlugin, Gizmos system param, retained GizmoAsset, config groups, and line styles.
Reference for handling input in Bevy — keyboard, mouse, touch, gamepad, events vs resources, physical vs logical keys, and enhanced input.
Reference for Bevy's picking system — pointer events, backends, hover/click/drag observers, sprite picking, UI picking, and mesh picking.
Reference for Bevy plugins — function plugins, Plugin trait, life-cycle, ordering, configuration, PluginGroup, DefaultPlugins, and MinimalPlugins.
Reference for writing Bevy ECS queries — Query<D, F>, Single, filters, component access, iteration patterns, lenses, disjointed access, and testing.
Reference for Bevy's reflection system — Reflect derive, dynamic field access, serialization, trait reflection, and scenes.
Reference for Bevy entity relationships — ChildOf/Children hierarchy, custom relationships with Relationship/RelationshipTarget, spawning children, and traversal.
Reference for Bevy's rendering pipeline — wgpu, render graph, extract/prepare/queue/draw stages, meshes, materials, lighting, and text rendering.
Reference for Bevy resources — defining, inserting, initializing, reading/writing, and removing global singleton data.
Reference for Bevy scenes — saving and loading entity/component snapshots via reflection, DynamicWorld, WorldInstanceSpawner, and DynamicWorldRoot.
Reference for Bevy sprites — rendering images, custom size, anchors, z-ordering, sprite sheets, texture atlases, pixel-perfect rendering, and bounding boxes.
Reference for Bevy systems — scheduling, ordering, system parameters, ParamSet, exclusive systems, fallibility, custom system params, and run conditions.
Reference for text rendering in Bevy — Text vs Text2d, styling, text spans, changing text at runtime, clicking text, and font rendering.
Reference for Bevy timers — Timer as resource, component, or Local; tick, finished/just_finished, TimerMode::Once vs Repeat.
Reference for Bevy UI — Node layout (Flexbox/CSS Grid), Val types, text, colors, buttons, interaction, scrolling, and relative cursor position.
Reference for Bevy windows — Window component, physical vs logical size, resolution, cursors, multi-window, events, screenshots, and reactive rendering.