- created
- 2025-12-16T00:00:00.000Z
- modified
- 2026-08-07T00:00:00.000Z
- reviewed
- 2025-12-16T00:00:00.000Z
- name
- bevy-game-engine
- description
- Bevy game engine: ECS, rendering, input, and asset management. Use when building Bevy games, working with entities/components/systems, or mentioning Rust gamedev or 2D/3D games.
- user-invocable
- false
- allowed-tools
- Glob, Grep, Read, Bash(cargo *), Edit, Write, TodoWrite, WebFetch, WebSearch
# 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`/`run_if(in_state)`, `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**
```rust
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**
```rust
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
```bash
# 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.
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