bevy-ecs-patterns

v2026.09.24

Advanced Bevy ECS: complex queries, system scheduling, change detection, and performance tuning. Use when optimizing Bevy architecture or implementing complex game systems.

GitHub
安装命令
npx skhub add laurigates/bevy-ecs-patterns
Markdown
SKILL.md

Bevy 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 performanceSetting up a new Bevy project from scratch
Implementing complex entity relationships or hierarchiesLearning basic ECS concepts (components, systems, resources)
Designing system scheduling and orderingHandling 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 operationsConfiguring rendering, UI, or audio
Debugging archetype fragmentation or storage strategiesAdding 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> and Added<T> filters
  • Ref<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

ContextCommand
Quick compile checkcargo check 2>&1 | head -30
Fast test runcargo test --lib -- --test-threads=1 -q
Check ECS usage errorscargo clippy -- -W clippy::all 2>&1 | head -50
List components in projectgrep -rn "derive(Component)" src/ --include="*.rs"
List systems in projectgrep -rn "fn.*Query<" src/ --include="*.rs"
Find system orderinggrep -rn "\.add_systems|\.chain()|\.after(|\.before(" src/ --include="*.rs"
Check for ParamSet usagegrep -rn "ParamSet" src/ --include="*.rs"

For system scheduling, change detection, performance patterns, custom entity commands, and design best practices, see REFERENCE.md.

发现
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版本
最新版本元数据

版本

v2026.09.24

发布时间

2026年9月24日

分类

未分类

许可证

MIT

源路径

bevy-plugin/skills/bevy-ecs-patterns

默认分支

main

最新提交

1668324

Tree SHA

b2d4cc3