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Found 7 Skills
Structure a Bevy app around its Entity Component System: build the App with plugins, define Component/Resource types, write systems with Query/Res/Commands, filter and order systems, and use the Time resource for frame-rate-independent motion. Use when building or debugging a Bevy game in Rust — when the user mentions Bevy, ECS, App::new, add_systems, Query, Commands, components/systems, or a Cargo.toml depending on bevy.
Master Bevy's Entity Component System (ECS) in Rust, covering Systems, Queries, Resources, and parallel scheduling.
Plan small, playable Rust game implementation slices from a short design brief, MVP, stretch goals, and acceptance checks. Use when starting a Rust game, scoping a prototype, converting a game idea into work items, or preventing an AI coding agent from overbuilding.
Finish and package small Rust games with MVP lock, playability checks, resource packaging, release builds, smoke tests, and disciplined post-MVP polish. Use when preparing a Rust game prototype for sharing, packaging bracket-lib assets, or deciding what finishing work belongs before release.
Build and review Bevy game asset loading pipelines with typed asset catalogs, path validation, loading states, handle ownership, sprite sheets, audio, and runtime resource checks. Use when organizing Bevy assets, replacing hard-coded paths, adding loading screens, diagnosing missing handles, or packaging Rust game resources.
Design and review Bevy 2D collision broadphase systems with AABB bounds, spatial indexes, typed collision events, and benchmark-driven test beds. Use when replacing O(n^2) collision checks, adding spatial partitioning, diagnosing Bevy collision performance, or separating broadphase, narrowphase, and response systems in Rust games.
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.