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
- 01Separate simulation from presentation
- 02Apply movement in fixed-step systems
- 03Predict movement and collisions
- 04Interpolate visuals between simulation steps
Use cases
- 01Stabilize movement across frame rates
- 02Add collision-safe fixed-step movement
- 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-physicsAfter installing, type/rust-bevy-fixed-step-physicsin Claude Code to confirm it loaded.
Bundled files
References and scripts installed along with SKILL.md.
guidelines.mdagents/openai.yamlreferences/fixed-step-patterns.mdworkflows/stabilize-physics.mdDetails
From the project READMERust Bevy Fixed Step Physics
Use this skill to separate deterministic simulation from frame-rate-dependent presentation in Bevy games.
Core Workflow
- Identify which movement must be deterministic and collision-safe.
- Sample input in update systems, then apply movement in fixed-step systems.
- Store velocity, acceleration, and intent explicitly in components/resources.
- Predict or sweep movement before committing positions.
- Emit physics/collision events; keep animation and particles as presentation.
- Interpolate or tween visuals when fixed simulation looks choppy.
Read Next
| Task | Load |
|---|---|
| Fix frame-rate-dependent movement | guidelines.md, workflows/stabilize-physics.md |
| Add fixed movement and collision prediction | references/fixed-step-patterns.md |
| Separate animation from physics | references/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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