Rust Bevy Collision Broadphase
Use this skill to make Bevy collision detection scale without mixing detection, response, rendering, and gameplay rules into one system.
Core Workflow
- Identify the collision shapes, movement model, entity counts, and layers.
- Keep collider data small and independent from sprites, textures, and game rules.
- Choose the cheapest broadphase that fits the scene: brute force for tiny counts, spatial hash for uniform worlds, quad tree for clustered worlds.
- Emit candidate or collision events; let separate systems decide response.
- Test edge contacts, fast movement, layer filters, despawn cases, and deterministic ordering.
- Benchmark before and after changing the broadphase.
Read Next
| Task | Load |
|---|---|
| Pick or review a broadphase | guidelines.md, references/broadphase-patterns.md |
| Optimize an existing collision system | workflows/optimize-collision.md |
| Route a specific symptom | guidelines.md |
Source Notes
Guidance is transformed and paraphrased from Herbert Wolverson, Advanced Hands-On Rust, especially Chapter 8 on obstacles and collision detection and Chapter 12 on optimization. The examples are original skeletons intended to preserve the transferable technique, not the book's project code.
Source: hashgraph-online/awesome-codex-plugins → plugins/LVTD-LLC/skills/skills/rust-bevy-collision-broadphase/SKILL.md