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Found 3 Skills
Master Bevy's Entity Component System (ECS) in Rust, covering Systems, Queries, Resources, and parallel scheduling.
Create Dojo models for storing game state with proper key definitions, trait derivations, and ECS patterns. Use when defining game entities, components, or state structures.
Build and review turn-based Rust game flow using turn-state enums, phase-specific schedules, intent messages, movement resolution, combat resolution, wait actions, and win/loss states. Use when implementing roguelike turns, tactical action order, ECS message entities, or decoupled input and action systems.