Bevy ECS Patterns
Advanced patterns and techniques for Bevy's Entity Component System, focusing on performance, maintainability, and complex game architectures.
When to Use This Skill
| Use this skill when... | Use bevy-game-engine instead when... |
|---|---|
| Optimizing ECS query performance | Setting up a new Bevy project from scratch |
| Implementing complex entity relationships or hierarchies | Learning basic ECS concepts (components, systems, resources) |
| Designing system scheduling and ordering | Handling input, assets, or game states |
Using change detection (Changed<T>, Added<T>) |
Writing basic game logic or app structure |
Working with ParamSet, parallel iteration, or batch operations |
Configuring rendering, UI, or audio |
| Debugging archetype fragmentation or storage strategies | Adding plugins or common Bevy dependencies |
Core Expertise
Advanced Queries
- Complex query filters and combinations
- Query state and caching
- Entity relationships and hierarchies
- Parallel iteration strategies
System Scheduling
- System ordering and dependencies
- Run conditions and gating
- System sets and scheduling
- Fixed timestep systems
Change Detection
Changed<T>andAdded<T>filtersRef<T>for change tracking- Efficient reactive systems
Advanced Query Patterns
Query Filters
use bevy::prelude::*;
// Multiple filters
fn targeting_system(
query: Query<
(&Transform, &mut Target),
(With<Enemy>, Without<Dead>, Changed<Health>)
>,
) {
for (transform, mut target) in &query {
// Only enemies that are alive and recently damaged
}
}
// Optional components
fn flexible_system(
query: Query<(&Transform, Option<&Velocity>, Option<&Acceleration>)>,
) {
for (transform, velocity, acceleration) in &query {
if let Some(vel) = velocity {
// Has velocity
}
}
}
// Or filters
fn pickup_system(
query: Query<Entity, Or<(With<HealthPickup>, With<AmmoPickup>)>>,
) {
for entity in &query {
// Process any pickup type
}
}
Multiple Queries with Conflicts
// Use ParamSet when queries have conflicting access
fn combat_system(
mut param_set: ParamSet<(
Query<&mut Health, With<Player>>,
Query<&mut Health, With<Enemy>>,
)>,
) {
// Access one query at a time
for mut health in param_set.p0().iter_mut() {
health.0 += 1.0; // Heal player
}
for mut health in param_set.p1().iter_mut() {
health.0 -= 10.0; // Damage enemies
}
}
// Query transmutation for flexible access
fn dynamic_query(
all_entities: Query<(Entity, &Transform)>,
players: Query<&Player>,
) {
for (entity, transform) in &all_entities {
if players.get(entity).is_ok() {
// This is a player
}
}
}
Entity Relationships
// Parent-child hierarchies
#[derive(Component)]
struct Inventory;
#[derive(Component)]
struct InventorySlot(usize);
fn spawn_inventory(mut commands: Commands) {
commands.spawn((Inventory, SpatialBundle::default()))
.with_children(|parent| {
for i in 0..10 {
parent.spawn((InventorySlot(i), SpriteBundle::default()));
}
});
}
// Query parent from child
fn child_system(
children: Query<(&InventorySlot, &Parent)>,
parents: Query<&Inventory>,
) {
for (slot, parent) in &children {
if let Ok(inventory) = parents.get(parent.get()) {
// Access parent inventory
}
}
}
// Query children from parent
fn parent_system(
parents: Query<&Children, With<Inventory>>,
slots: Query<&InventorySlot>,
) {
for children in &parents {
for &child in children.iter() {
if let Ok(slot) = slots.get(child) {
// Access child slot
}
}
}
}
Agentic Optimizations
| Context | Command |
|---|---|
| Quick compile check | cargo check 2>&1 | head -30 |
| Fast test run | cargo test --lib -- --test-threads=1 -q |
| Check ECS usage errors | cargo clippy -- -W clippy::all 2>&1 | head -50 |
| List components in project | grep -rn "derive(Component)" src/ --include="*.rs" |
| List systems in project | grep -rn "fn.*Query<" src/ --include="*.rs" |
| Find system ordering | grep -rn "\.add_systems|\.chain()|\.after(|\.before(" src/ --include="*.rs" |
| Check for ParamSet usage | grep -rn "ParamSet" src/ --include="*.rs" |
For system scheduling, change detection, performance patterns, custom entity commands, and design best practices, see REFERENCE.md.