thedivergentai/game-design-agentic-skills

bevy-data-resources

Bevy ECS skill for components and resources as data.

소스 보기

사용 방법

  1. 설치 명령을 복사하고 자신의 에이전트 환경에 설치하기 전에 소스 패키지를 확인하세요.
  2. 필요한 도구, 인증 정보, 지원 환경은 원본 문서에서 확인하세요.
  3. 입력과 원하는 산출물을 설명하고 출처와 결과를 대조하세요.
npx skills add https://github.com/thedivergentai/game-design-agentic-skills --skill bevy-data-resources

시작 전 확인

  • 설치에는 모델 구독, API 한도, 파일 접근 권한이 포함되지 않습니다.
  • 별점 수와 설치 수는 활동 지표이며 독립적인 품질·보안 검증이 아닙니다.
원본 Skill 문서

원본 저장소의 제목, 예시, 코드, 표, 링크, 이미지를 유지해 표시합니다.

Bevy data resources

When to use

Load this when you are deciding where a piece of data lives: on many entities, or once for the whole app. The Resources page and the ECS page are the source for the names below.

ECS shape

  • Components are for data you query across entities (Component, Query). Use them when many things carry the same kind of fields.
  • Resources are globally unique data (Resource). The Resources page names elapsed time, asset collections, and renderers as examples. Access them with Res<T> (read) and ResMut<T> (write).
  • Insert. insert_resource places a resource on the App. The page's sample derives Resource on GreetTimer(Timer) and inserts Timer::from_seconds(2.0, TimerMode::Repeating).
  • Time. Time is inserted by add_plugins(DefaultPlugins). time.delta() is the elapsed time since the last update. Timer::tick and just_finished are the page's timer methods.
  • Schedule: The sample reads Res<Time> and ResMut<GreetTimer> inside an Update system. Startup versus update is on the ECS page.

Check the asset docs for loader APIs before writing them. "Asset collections" on the Resources page is an example of what a resource might hold, not a loader type.

Coming from Godot

Godot ideaBevy idiom
Data on one gameplay thingA Component
One copy for the whole appA Resource inserted with insert_resource
Shared clockTime from DefaultPlugins, or your own Resource
Authored data fileCheck the asset docs before naming a file format or loader.

Scope

  • Check the asset docs for handles, serialization, and reflection-based loading before writing them.
  • Check the plugins page for resource initialization order beyond a single insert_resource call inside Plugin::build.
  • Per-entity data files and save blobs are out of scope. See bevy-save-load.

Expert Knowledge Delta

Target: Bevy 0.20+.

Core ECS types: Component, Resource, Query, Commands, Startup, Update, Fixed / FixedMain (bevy::time), .chain(), Plugin, DefaultPlugins, MinimalPlugins. Messages and observers are an ownership slot. See bevy-events-messaging for their APIs. Systems run in parallel unless .chain() orders the ones that conflict.

Who owns state

PieceOwnerWho may mutateSchedule
Data on one entityComponentOne system via QueryUpdate or FixedMain
One value for the whole appResourceOne systemStartup to insert, then the schedule that reads it
SpawnCommandsThe spawning systemStartup for the initial world; later schedules for runtime spawn
Order that must not race.chain()The chained systems onlySame schedule
Plugin boundaryPluginbuild registers systems and resourcesBefore the app runs

Borrow rule: two systems that both mutably query the same component must be ordered (.chain()) or split so only one writes. Unrelated systems stay parallel. That is the ECS page rule, not a guess at a system-set API.

Decision

If you needDo thisDo not
Per-entity dataComponent + QueryA Godot node script
App-wide config or clockResourceCopy the value onto every entity
Stable simulation stepFixedMain and the Fixed clockTie simulation to raw frame Update
Startup spawnCommands in StartupSpawn from a render system
Cross-system notice that is not shared stateMessage or observer slot in bevy-events-messagingA new event type invented in this file
An API outside the documented setCheck the official docs firstA made-up crate or API

Load references/ecs-ownership.md for the ownership table.

NEVER

  • Do not pin /0.20.0/ in docs URLs. WHY: links stay on latest; the 0.20 target is stated once in prose.
  • Do not mutably query the same component from two unordered systems. WHY: the schedule runs systems in parallel unless .chain() orders them.
  • Do not invent a physics, navigation, networking, or XR crate here. WHY: this skill only names documented Bevy crates and modules.
  • No Godot resource, packed-scene, or data-file types. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
  • No invented asset or serialization APIs. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
  • No third-party crates. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

Reference

docs.rs links use the unversioned latest permalink. The library pin on bevy-master stays 0.20.0.

Official Documentation

  • Migration guides - Unversioned hop index.
  • bevy crate - Unversioned API index.
  • Resources - Resource, Res, ResMut, insert_resource, Time, Timer, TimerMode.
  • Quick Start: ECS - Component and Query for per-entity data.
  • Apps - Resources as the single copy of global data in the World.
  • Examples - Example tree on the latest branch.

Related Skills

Prerequisites

Complements

Downstream / consumers

  • Inventory, stats, and save skills cover items, attributes, and persistence.

Master

관련 작업

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