rust-bevy-collision-broadphase
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.
- License 许可
- MIT
- 最近更新
- 2026-11-13
- Stars
- ★ 1.6k
- Forks
- 483
01 前言 Front Matter
- name
- rust-bevy-collision-broadphase
- license
- MIT
- metadata
- { "tags": "rust,bevy,gamedev,collision,performance", "version": "0.1.0", "category": "Rust", "displayName": "Rust Bevy Collision Broadphase" }
- description
- 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.
- compatibility
- Codex, Claude Code, and other Agent Skills-compatible clients.
02 资源文件 4
- 参考文档agents/openai.yaml245 B
- 参考文档guidelines.md1.5 KB
- 参考文档references/broadphase-patterns.md2.8 KB
- 参考文档workflows/optimize-collision.md2.5 KB
03 SKILL.md 正文
Rust Bevy Collision Broadphase
Use this skill to make Bevy collision detection scale without mixing detection, response, rendering, and gameplay rules into one system.
Core Workflow
- Identify the collision shapes, movement model, entity counts, and layers.
- Keep collider data small and independent from sprites, textures, and game rules.
- Choose the cheapest broadphase that fits the scene: brute force for tiny counts, spatial hash for uniform worlds, quad tree for clustered worlds.
- Emit candidate or collision events; let separate systems decide response.
- Test edge contacts, fast movement, layer filters, despawn cases, and deterministic ordering.
- Benchmark before and after changing the broadphase.
Read Next
| Task | Load |
|---|---|
| Pick or review a broadphase | guidelines.md, references/broadphase-patterns.md |
| Optimize an existing collision system | workflows/optimize-collision.md |
| Route a specific symptom | guidelines.md |
Source Notes
Guidance is transformed and paraphrased from Herbert Wolverson, Advanced Hands-On Rust, especially Chapter 8 on obstacles and collision detection and Chapter 12 on optimization. The examples are original skeletons intended to preserve the transferable technique, not the book's project code.
04 同仓库更多 Skills
migrate-to-e2e
Moves an existing Playwright, Cypress, Selenium, Appium, Detox, Maestro, or TesterArmy suite to e2e one slice at a time, with the old suite running beside the new one until each ported test is proven. Keeps a MIGRATION.md progress file so any later session resumes where the last stopped. Optionally plants a defect to show both suites catch it. Use for /migrate-to-e2e, "migrate our tests to e2e", "port these Maestro flows", "move our TesterArmy tests", or when a project has an e2e config and an older suite still running.
e2e
Writes, runs, and debugs end-to-end tests for web and mobile apps with e2e, the agentic test runner, which mixes agent.act goals with exact locator assertions on a Playwright browser or an iOS or Android device. Also drives a project's running app live over the e2e MCP server to look at a screen, check a UI change, take a screenshot or record a video, and try a locator; and runs bug bashes, parallel e2e explore runs with each bug proven by a repro test. Use when a project depends on e2e or has an e2e.config.ts, when asked for end-to-end, browser, mobile, or agentic UI tests, to check a change in the running app, to QA or bug bash an app or branch, or when an e2e run fails.
create-verification-skill
Generate a project-local verify-<app> skill on top of e2e, so any coding agent can launch the app, check it is worth driving, exercise a feature the way a user does, keep evidence, and bug bash it. Writes the skill, a feature map with one explore charter per feature, and proves it once. Use for /create-verification-skill, "make a verification skill for this repo", or when a project has no scripted way to prove UI behavior.
deja-search
deja-vu memory — search the user's past AI coding sessions with the deja CLI. Holds what they already settled and never wrote into the repo (naming rules, banned or already-tried tools, required checks before merge, preferred values, who owns what). Use before your first edit in a task, before you call a change done or ready to merge, before you recommend a tool, library, design or reviewer, before re-debugging an error that may already be solved, when they say 'didn't we fix this before', 'what did we decide about X' or 'I already have that', and before telling them something on this machine does not exist.
deja-reflect
End-of-session reflection and memory curation with deja-vu. Review what was decided, what commands broke and what repaired them, and record durable project rules or decisions with deja remember so the next session starts with them.
revid
Make, edit, export and post AI videos with Revid (revid.ai) through the Revid MCP server. Use whenever the user wants a short-form or long-form video made (from an idea, a script, a URL, an article, a PDF, a tweet, a product page, their own clips, or a song), wants to find what is going viral on TikTok, YouTube, Instagram or X before making something, wants to edit or re-export an existing Revid project, generate a standalone AI image or clip, make a series episode, or publish and schedule a finished video to connected social accounts. Covers setup (hosted MCP with OAuth, or an API key), the 36 tools, credits, polling and the rules for publishing. Routes to the more specific revid-* skills when one fits.