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bevy-rendering
Reference for Bevy's rendering pipeline — wgpu, render graph, extract/prepare/queue/draw stages, meshes, materials, lighting, and text rendering.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
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Reference for Bevy's rendering pipeline — wgpu, render graph, extract/prepare/queue/draw stages, meshes, materials, lighting, and text rendering.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
基于 SOC 职业分类
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.
| name | bevy-rendering |
| description | Reference for Bevy's rendering pipeline — wgpu, render graph, extract/prepare/queue/draw stages, meshes, materials, lighting, and text rendering. |
| metadata | {"crate":"bevy_render","bevy":"0.19"} |
Bevy Engine → wgpu → Graphics API (Vulkan/Metal/DX12/WebGPU) → GPU Driver → GPU Hardware
Each frame: Simulation (game logic) + Rendering (drawing) run in parallel.
RenderCommandNodes — generate draw calls, operate on slotsEdges — execution order, connect input/output slotsSlots — describe render resourcesSupports sub-graphs (e.g., "2d" and "3d" for different parts of the game).
Built-in 3D: Cuboid, Sphere, Cylinder, Capsule3D, Cone, Torus, Triangle3D, Tetrahedron, Plane3D
Built-in 2D: Circle, Rectangle, Triangle2d, Capsule2d, Ellipse, RegularPolygon, Arc2d, and more.
PBR properties: Color, Metallic, Roughness, Reflectance, Clear Coat, Anisotropy.
commands.spawn((
Mesh2d(meshes.add(Circle::new(50.))),
MeshMaterial2d(materials.add(ColorMaterial::from(RED))),
Transform::from_xyz(-150., 0., 0.),
));
commands.spawn((
PointLight { shadows_enabled: true, intensity: 10_000_000., range: 100.0, ..default() },
Transform::from_xyz(0., 10., 0.),
));
Types: PointLight, SpotLight, DirectionalLight.
UI text (Text) or scene text (Text2d):
// Scene text
commands.spawn((
Text2d::new("Hello"),
TextColor(Color::WHITE),
TextFont { font_size: 60.0, ..default() },
TextLayout::new_with_justify(Justify::Center),
));