About rust-bevy-collision-broadphase
A skill for Bevy developers designing collision detection that scales while keeping detection separate from response and gameplay rules. It guides broadphase selection, event routing, testing, and benchmarking.
Key features
- 01Broadphase selection by scene
- 02Compact collider data
- 03Candidate and collision events
- 04Edge and movement testing
- 05Before-and-after benchmarking
Use cases
- 01Choose a broadphase for a scene
- 02Optimize an existing collision system
- 03Test collision filters and despawns
Install
Copy the command and run it in a terminal.
npx skills add https:/ / github.com/ lvtd-llc/ skills --skill rust-bevy-collision-broadphaseAfter installing, type/rust-bevy-collision-broadphasein Claude Code to confirm it loaded.
Bundled files
References and scripts installed along with SKILL.md.
guidelines.mdagents/openai.yamlreferences/broadphase-patterns.mdworkflows/optimize-collision.mdDetails
From the project READMERust Bevy Collision Broadphase
Use this skill to make Bevy collision detection scale without mixing detection, response, rendering, and gameplay rules into one system.
Core Workflow
- Identify the collision shapes, movement model, entity counts, and layers.
- Keep collider data small and independent from sprites, textures, and game rules.
- Choose the cheapest broadphase that fits the scene: brute force for tiny counts, spatial hash for uniform worlds, quad tree for clustered worlds.
- Emit candidate or collision events; let separate systems decide response.
- Test edge contacts, fast movement, layer filters, despawn cases, and deterministic ordering.
- Benchmark before and after changing the broadphase.
Read Next
| Task | Load |
|---|---|
| Pick or review a broadphase | guidelines.md, references/broadphase-patterns.md |
| Optimize an existing collision system | workflows/optimize-collision.md |
| Route a specific symptom | guidelines.md |
Source Notes
Guidance is transformed and paraphrased from Herbert Wolverson, Advanced Hands-On Rust, especially Chapter 8 on obstacles and collision detection and Chapter 12 on optimization. The examples are original skeletons intended to preserve the transferable technique, not the book's project code.