skills/bevy-ecs-expert/SKILL.md
Master Bevy's Entity Component System (ECS) in Rust, covering Systems, Queries, Resources, and parallel scheduling.
npx skillsauth add ranbot-ai/awesome-skills bevy-ecs-expertInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
3 of 9 scanners reported clean
Some scanners were skipped, did not run, or reported a non-clean status. Review each row below.
A 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.
Use simple structs for data. Derive Component and Reflect.
#[derive(Component, Reflect, Default)]
#[reflect(Component)]
struct Velocity {
x: f32,
y: f32,
}
#[derive(Component)]
struct Player;
Systems are regular Rust functions that query components.
fn movement_system(
time: Res<Time>,
mut query: Query<(&mut Transform, &Velocity), With<Player>>,
) {
for (mut transform, velocity) in &mut query {
transform.translation.x += velocity.x * time.delta_seconds();
transform.translation.y += velocity.y * time.delta_seconds();
}
}
Use Resource for global data (score, game state).
#[derive(Resource)]
struct GameState {
score: u32,
}
fn score_system(mut game_state: ResMut<GameState>) {
game_state.score += 10;
}
Add systems to the App builder, defining execution order if needed.
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.init_resource::<GameState>()
.add_systems(Update, (movement_system, score_system).chain())
.run();
}
use bevy::prelude::*;
#[derive(Component, Reflect, Default)]
#[require(Velocity, Sprite)]
struct Player;
#[derive(Component, Default)]
struct Velocity {
x: f32,
y: f32,
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn((
Player,
Velocity { x: 10.0, y: 0.0 },
Sprite::from_image(asset_server.load("player.png")),
));
}
Use With and Without to filter entities efficiently.
fn enemy_behavior(
query: Query<&Transform, (With<Enemy>, Without<Dead>)>,
) {
for transform in &query {
// Only active enemies processed here
}
}
Query filters (With, Without, Changed) to reduce iteration count.Res over ResMut when read-only access is sufficient to allow parallel execution.Bundle to spawn complex entities atomically.RefCell or interior mutability inside components; let the ECS handle borrowing.Problem: System panic with "Conflict" error.
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.
tools
Delegate coding tasks to the Grok Build CLI only when the user explicitly requests it, while the orchestrator retains review and landing responsibility.
development
--- name: graceful-shutdown description: Implement graceful shutdown for servers and workers: drain connections, finish in-flight work, release resources, and exit cleanly on SIGTERM/SIGINT. category: AI & Agents source: antigravity tags: [python, typescript, node, api, claude, ai, template, docker, kubernetes] url: https://github.com/sickn33/antigravity-awesome-skills/tree/main/skills/graceful-shutdown --- # Graceful Shutdown ## Overview A skill for implementing graceful shutdown in server
development
--- name: falsify description: The scientific thinking protocol for AI agents. Use when facing complex, ambiguous, or high-stakes questions where guessing is costly: hypothesis → attempt to break it → evidence → calibrated co category: Creative & Media source: antigravity tags: [markdown, claude, ai, agent, llm, template, design, security, rag, cro] url: https://github.com/sickn33/antigravity-awesome-skills/tree/main/skills/falsify --- # Falsify — The Scientific Thinking Protocol > Think like
tools
Configure approved delegation lanes across installed implementer CLIs, including optional model and effort choices, then write global or project config only after explicit user approval.