[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"skill:01M6FWB6PAS0R60RT3BTZ6BYRC":3,"skill-same:01M6FWB6PAS0R60RT3BTZ6BYRC":59},{"skillNo":4,"name":5,"nameZh":6,"description":7,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":16,"categories":17,"keywords":18,"publishedAt":33,"linkOnly":34,"markdownContent":35,"markdownBody":36,"frontMatter":37,"refName":27,"commitSha":38,"skillDirectory":39,"forksCount":14,"repositoryHtmlUrl":40,"repositoryHomepageUrl":6,"ownerHtmlUrl":41,"ownerBlogUrl":42,"ownerDescription":43,"updatedAt":44,"install":45,"resources":58},"01M6FWB6PAS0R60RT3BTZ6BYRC","bevy-ecs-expert",null,"Master Bevy's Entity Component System (ECS) in Rust, covering Systems, Queries, Resources, and parallel scheduling.","reikiplanet\u002Fdaoskills","reikiplanet","https:\u002F\u002Favatars.githubusercontent.com\u002Fu\u002F96377599?v=4","01M6CVWCMD740YHQDK7E9QYBW4","Reiki Planet","01M6CVWCS4KXVA2CWFVJ43EAXK",0,"MIT","https:\u002F\u002Fgithub.com\u002Freikiplanet\u002Fdaoskills\u002Fblob\u002Fmaster\u002Fother\u002Fbevy-ecs-expert\u002FSKILL.md",[],[19,20,21,22,23,24,25,26,27,28,29,30,31,32],"expert","bevy ecs expert","ecs","safe","rust","component","system","parallel","master","scheduling","queries","community","systems","resources","2026-11-10 10:12:30",false,"---\nname: bevy-ecs-expert\ndescription: Master Bevy's Entity Component System (ECS) in Rust, covering Systems, Queries, Resources, and parallel scheduling.\nrisk: safe\nsource: community\n---\n\n# Bevy ECS Expert\n\n## Overview\n\nA guide to building high-performance game logic using Bevy's data-oriented ECS architecture. Learn how to structure systems, optimize queries, manage resources, and leverage parallel execution.\n\n## When to Use This Skill\n\n- Use when developing games with the Bevy engine in Rust.\n- Use when designing game systems that need to run in parallel.\n- Use when optimizing game performance by minimizing cache misses.\n- Use when refactoring object-oriented logic into data-oriented ECS patterns.\n\n## Step-by-Step Guide\n\n### 1. Defining Components\n\nUse simple structs for data. Derive `Component` and `Reflect`.\n\n```rust\n#[derive(Component, Reflect, Default)]\n#[reflect(Component)]\nstruct Velocity {\n    x: f32,\n    y: f32,\n}\n\n#[derive(Component)]\nstruct Player;\n```\n\n### 2. Writing Systems\n\nSystems are regular Rust functions that query components.\n\n```rust\nfn movement_system(\n    time: Res\u003CTime>,\n    mut query: Query\u003C(&mut Transform, &Velocity), With\u003CPlayer>>,\n) {\n    for (mut transform, velocity) in &mut query {\n        transform.translation.x += velocity.x * time.delta_seconds();\n        transform.translation.y += velocity.y * time.delta_seconds();\n    }\n}\n```\n\n### 3. Managing Resources\n\nUse `Resource` for global data (score, game state).\n\n```rust\n#[derive(Resource)]\nstruct GameState {\n    score: u32,\n}\n\nfn score_system(mut game_state: ResMut\u003CGameState>) {\n    game_state.score += 10;\n}\n```\n\n### 4. Scheduling Systems\n\nAdd systems to the `App` builder, defining execution order if needed.\n\n```rust\nfn main() {\n    App::new()\n        .add_plugins(DefaultPlugins)\n        .init_resource::\u003CGameState>()\n        .add_systems(Update, (movement_system, score_system).chain())\n        .run();\n}\n```\n\n## Examples\n\n### Example 1: Spawning Entities with Bundles\n\n```rust\n#[derive(Bundle)]\nstruct PlayerBundle {\n    player: Player,\n    velocity: Velocity,\n    sprite: SpriteBundle,\n}\n\nfn setup(mut commands: Commands, asset_server: Res\u003CAssetServer>) {\n    commands.spawn(PlayerBundle {\n        player: Player,\n        velocity: Velocity { x: 10.0, y: 0.0 },\n        sprite: SpriteBundle {\n            texture: asset_server.load(\"player.png\"),\n            ..default()\n        },\n    });\n}\n```\n\n### Example 2: Query Filters\n\nUse `With` and `Without` to filter entities efficiently.\n\n```rust\nfn enemy_behavior(\n    query: Query\u003C&Transform, (With\u003CEnemy>, Without\u003CDead>)>,\n) {\n    for transform in &query {\n        \u002F\u002F Only active enemies processed here\n    }\n}\n```\n\n## Best Practices\n\n- ✅ **Do:** Use `Query` filters (`With`, `Without`, `Changed`) to reduce iteration count.\n- ✅ **Do:** Prefer `Res` over `ResMut` when read-only access is sufficient to allow parallel execution.\n- ✅ **Do:** Use `Bundle` to spawn complex entities atomically.\n- ❌ **Don't:** Store heavy logic inside Components; keep them as pure data.\n- ❌ **Don't:** Use `RefCell` or interior mutability inside components; let the ECS handle borrowing.\n\n## Troubleshooting\n\n**Problem:** System panic with \"Conflict\" error.\n**Solution:** You are likely trying to access the same component mutably in two systems running in parallel. Use `.chain()` to order them or split the logic.\n","# Bevy ECS Expert\n\n## Overview\n\nA guide to building high-performance game logic using Bevy's data-oriented ECS architecture. Learn how to structure systems, optimize queries, manage resources, and leverage parallel execution.\n\n## When to Use This Skill\n\n- Use when developing games with the Bevy engine in Rust.\n- Use when designing game systems that need to run in parallel.\n- Use when optimizing game performance by minimizing cache misses.\n- Use when refactoring object-oriented logic into data-oriented ECS patterns.\n\n## Step-by-Step Guide\n\n### 1. Defining Components\n\nUse simple structs for data. Derive `Component` and `Reflect`.\n\n```rust\n#[derive(Component, Reflect, Default)]\n#[reflect(Component)]\nstruct Velocity {\n    x: f32,\n    y: f32,\n}\n\n#[derive(Component)]\nstruct Player;\n```\n\n### 2. Writing Systems\n\nSystems are regular Rust functions that query components.\n\n```rust\nfn movement_system(\n    time: Res\u003CTime>,\n    mut query: Query\u003C(&mut Transform, &Velocity), With\u003CPlayer>>,\n) {\n    for (mut transform, velocity) in &mut query {\n        transform.translation.x += velocity.x * time.delta_seconds();\n        transform.translation.y += velocity.y * time.delta_seconds();\n    }\n}\n```\n\n### 3. Managing Resources\n\nUse `Resource` for global data (score, game state).\n\n```rust\n#[derive(Resource)]\nstruct GameState {\n    score: u32,\n}\n\nfn score_system(mut game_state: ResMut\u003CGameState>) {\n    game_state.score += 10;\n}\n```\n\n### 4. Scheduling Systems\n\nAdd systems to the `App` builder, defining execution order if needed.\n\n```rust\nfn main() {\n    App::new()\n        .add_plugins(DefaultPlugins)\n        .init_resource::\u003CGameState>()\n        .add_systems(Update, (movement_system, score_system).chain())\n        .run();\n}\n```\n\n## Examples\n\n### Example 1: Spawning Entities with Bundles\n\n```rust\n#[derive(Bundle)]\nstruct PlayerBundle {\n    player: Player,\n    velocity: Velocity,\n    sprite: SpriteBundle,\n}\n\nfn setup(mut commands: Commands, asset_server: Res\u003CAssetServer>) {\n    commands.spawn(PlayerBundle {\n        player: Player,\n        velocity: Velocity { x: 10.0, y: 0.0 },\n        sprite: SpriteBundle {\n            texture: asset_server.load(\"player.png\"),\n            ..default()\n        },\n    });\n}\n```\n\n### Example 2: Query Filters\n\nUse `With` and `Without` to filter entities efficiently.\n\n```rust\nfn enemy_behavior(\n    query: Query\u003C&Transform, (With\u003CEnemy>, Without\u003CDead>)>,\n) {\n    for transform in &query {\n        \u002F\u002F Only active enemies processed here\n    }\n}\n```\n\n## Best Practices\n\n- ✅ **Do:** Use `Query` filters (`With`, `Without`, `Changed`) to reduce iteration count.\n- ✅ **Do:** Prefer `Res` over `ResMut` when read-only access is sufficient to allow parallel execution.\n- ✅ **Do:** Use `Bundle` to spawn complex entities atomically.\n- ❌ **Don't:** Store heavy logic inside Components; keep them as pure data.\n- ❌ **Don't:** Use `RefCell` or interior mutability inside components; let the ECS handle borrowing.\n\n## Troubleshooting\n\n**Problem:** System panic with \"Conflict\" error.\n**Solution:** You are likely trying to access the same component mutably in two systems running in parallel. 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