About bevy-ecs-patterns
A skill for Bevy game developers working with advanced ECS patterns, covering queries, scheduling, change detection, and performance techniques.
Key features
- 01Complex queries and filters
- 02Query state and caching
- 03Entity relationships and hierarchies
- 04System scheduling and dependencies
- 05Change detection and reactive systems
- 06Parallel iteration and ParamSet
Use cases
- 01Optimize ECS query performance
- 02Design complex entity hierarchies
- 03Configure system ordering and run conditions
- 04Investigate archetype fragmentation
Install
Copy the command and run it in a terminal.
$
npx skills add https:/ / github.com/ laurigates/ claude-plugins --skill bevy-ecs-patternsAfter installing, type/bevy-ecs-patternsin Claude Code to confirm it loaded.
Bundled filesREFERENCE.md
Details
From the project READMEBevy 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>andAdded<T>filtersRef<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.
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