AGENT SKILL

rust-bevy-fixed-step-physics

Design and review Bevy fixed-step 2D physics loops with velocity components, deterministic movement, collision prediction, interpolation, impulses, and tweened presentation. Use when movement depends on frame rate, collision misses appear at high speed, physics and animation are tangled, or Bevy gameplay needs stable simulation steps.

License 许可
MIT
最近更新
2026-11-11
Stars
★ 1.6k
Forks
474

01 前言 Front Matter

name
rust-bevy-fixed-step-physics
license
MIT
metadata
{ "tags": "rust,bevy,gamedev,physics,simulation", "version": "0.1.0", "category": "Rust", "displayName": "Rust Bevy Fixed Step Physics" }
description
Design and review Bevy fixed-step 2D physics loops with velocity components, deterministic movement, collision prediction, interpolation, impulses, and tweened presentation. Use when movement depends on frame rate, collision misses appear at high speed, physics and animation are tangled, or Bevy gameplay needs stable simulation steps.
compatibility
Codex, Claude Code, and other Agent Skills-compatible clients.

02 资源文件 4

03 SKILL.md 正文

Rust Bevy Fixed Step Physics

Use this skill to separate deterministic simulation from frame-rate-dependent presentation in Bevy games.

Core Workflow

  1. Identify which movement must be deterministic and collision-safe.
  2. Sample input in update systems, then apply movement in fixed-step systems.
  3. Store velocity, acceleration, and intent explicitly in components/resources.
  4. Predict or sweep movement before committing positions.
  5. Emit physics/collision events; keep animation and particles as presentation.
  6. Interpolate or tween visuals when fixed simulation looks choppy.

Read Next

Task Load
Fix frame-rate-dependent movement guidelines.md, workflows/stabilize-physics.md
Add fixed movement and collision prediction references/fixed-step-patterns.md
Separate animation from physics references/fixed-step-patterns.md

Source Notes

Guidance is transformed and paraphrased from Herbert Wolverson, Advanced Hands-On Rust, especially Chapters 7 through 9 on movement, collision, and smoothing. Examples are original skeletons.

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