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rust-bevy-fixed-step-physics

rust-bevy-fixed-step-physics

github.com/lvtd-llcDevelopment146 installsUpdated 7w ago
Repository

About rust-bevy-fixed-step-physics

A skill for separating deterministic simulation from frame-rate-dependent presentation in Bevy games. It provides patterns for fixed-step movement, collision handling, and smoothing visual updates.

Key features

  1. 01Separate simulation from presentation
  2. 02Apply movement in fixed-step systems
  3. 03Predict movement and collisions
  4. 04Interpolate visuals between simulation steps

Use cases

  1. 01Stabilize movement across frame rates
  2. 02Add collision-safe fixed-step movement
  3. 03Keep animation separate from physics

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/lvtd-llc/skills --skill rust-bevy-fixed-step-physics

After installing, type/rust-bevy-fixed-step-physicsin Claude Code to confirm it loaded.

Bundled files

References and scripts installed along with SKILL.md.

guidelines.md
agents/
openai.yaml
references/
fixed-step-patterns.md
workflows/
stabilize-physics.md

Details

From the project README

Rust Bevy Fixed Step Physics

Use this skill to separate deterministic simulation from frame-rate-dependent presentation in Bevy games.

Core Workflow

  1. Identify which movement must be deterministic and collision-safe.
  2. Sample input in update systems, then apply movement in fixed-step systems.
  3. Store velocity, acceleration, and intent explicitly in components/resources.
  4. Predict or sweep movement before committing positions.
  5. Emit physics/collision events; keep animation and particles as presentation.
  6. Interpolate or tween visuals when fixed simulation looks choppy.

Read Next

TaskLoad
Fix frame-rate-dependent movementguidelines.md, workflows/stabilize-physics.md
Add fixed movement and collision predictionreferences/fixed-step-patterns.md
Separate animation from physicsreferences/fixed-step-patterns.md

Source Notes

Guidance is transformed and paraphrased from Herbert Wolverson, Advanced Hands-On Rust, especially Chapters 7 through 9 on movement, collision, and smoothing. Examples are original skeletons.

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