ai-behavior-trees-util…
Build a production behavior-tree runtime (Blackboard, action/condition leaves, sequence/selector/parallel composites, decorators) and a Utility AI system…
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
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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
name: bevy-ecs description: > 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.
Structure a Bevy game in Rust around the Entity Component System: the `App` and plugins, components and resources, systems with queries, scheduling, and frame-rate-independent updates. New examples target **Bevy 0.19**. If the project already pins another release, keep that release and use its matching migration guide.
systems that query entities, ordering/filtering systems, or fixing borrow-conflict panics and frame-dependent movement.
`add_systems`, `Query`, or `Commands`.
**When *not* to use:** this is the ECS core. Deep rendering, custom shaders/ pipelines, UI layout, and audio are separate concerns. For engine-agnostic AI or procedural algorithms, pair with `game-ai` / `procedural-gen`.
1. **Detect and pin the version.** Read `Cargo.toml` and `Cargo.lock` first. For a new project use `bevy = "0.19"`; never silently migrate an existing project across a Bevy minor release. Treat the matching docs and migration guides as truth. 2. **Build the `App`.** `App::new().add_plugins(DefaultPlugins)` gives windowing, input, rendering, time, etc. Register systems into schedules: `Startup` (once) and `Update` (every frame). 3. **Model data as components, globals as resources.** `#[derive(Component)]` for per-entity data; `#[derive(Resource)]` for one-of-a-kind data (score, settings, the `Time` clock). In 0.19 `Resource` extends `Component`, so do not derive both. 4. **Write systems as plain functions.** Parameters declare data access: `Query<...>` for entities, `Res<T>`/`ResMut<T>` for resources, `Commands` for deferred spawn/despawn. Systems run in parallel when their accesses don't conflict. 5. **Drive motion by `time.delta_secs()`** so speed is frame-rate independent. 6. **Order only what must be ordered** with `.chain()` or explicit constraints; gate systems with `run_if`. Group related setup into `Plugin`s. Build with `cargo run` and read the panics — Bevy reports conflicting queries at startup.
# Cargo.toml — pin the version; the API differs across minor releases. [dependencies] bevy = "0.19"
// main.rs
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins) // window, input, render, time, ...
.add_systems(Startup, setup) // runs once at startup
.add_systems(Update, move_players) // runs every frame
.run();
}#[derive(Component)]
struct Player;
#[derive(Component)]
struct Velocity(Vec2);
#[derive(Resource)]
struct Score(u32);
fn setup(mut commands: Commands) {
commands.insert_resource(Score(0));
// Camera2d is a component with required components (bundles removed in 0.16);
// spawning it pulls in Transform, Camera, etc. automatically.
commands.spawn(Camera2d);
// Spawn an entity as a tuple of components.
commands.spawn((
Player,
Velocity(Vec2::new(150.0, 0.0)),
Transform::from_xyz(0.0, 0.0, 0.0),
));
}// Iterate every entity that has BOTH Velocity and Transform; mutate Transform.
fn move_players(time: Res<Time>, mut query: Query<(&Velocity, &mut Transform)>) {
for (velocity, mut transform) in &mut query {
// delta_secs() is f32 seconds (renamed from delta_seconds() in 0.16).
transform.translation += velocity.0.extend(0.0) * time.delta_secs();
}
}// Only entities tagged Player (the Player component itself isn't read).
fn aim_player(mut q: Query<&mut Transform, With<Player>>) { /* ... */ }
// Disjoint two mutable Transform queries so they don't conflict at runtime.
fn separate(
mut players: Query<&mut Transform, With<Player>>,
mut enemies: Query<&mut Transform, Without<Player>>,
) { /* ... */ }
// React only when Health changed since last run (change detection).
fn on_health_change(q: Query<&Health, Changed<Health>>) {
for health in &q { /* update the HUD, etc. */ }
}fn add_points(mut score: ResMut<Score>) {
score.0 += 10; // ResMut = write access
}
fn show_score(score: Res<Score>) {
info!("score: {}", score.0); // Res = read access
}fn main() {
App::new()
.add_plugins((DefaultPlugins, GameplayPlugin))
// .chain() forces order: damage resolves before death is checked.
.add_systems(Update, (apply_damage, check_deaths).chain())
// run_if gates a system on a condition each frame.
.add_systems(Update, spawn_wave.run_if(wave_timer_finished))
.run();
}
struct GameplayPlugin;
impl Plugin for GameplayPlugin {
fn build(&self, app: &mut App) {
app.insert_resource(Score(0))
.add_systems(Startup, setup)
.add_systems(Update, (move_players, add_points));
}
}`elapsed_secs()`) in 0.16. Using the old name fails to compile.
`time.delta_secs()`. Never assume a fixed frame time.
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Repo: gamedev-skills/awesome-gamedev-agent-skills
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