Rust Bevy Fixed Step Physics
Use this skill to separate deterministic simulation from frame-rate-dependent presentation in Bevy games.
Core Workflow
- Identify which movement must be deterministic and collision-safe.
- Sample input in update systems, then apply movement in fixed-step systems.
- Store velocity, acceleration, and intent explicitly in components/resources.
- Predict or sweep movement before committing positions.
- Emit physics/collision events; keep animation and particles as presentation.
- Interpolate or tween visuals when fixed simulation looks choppy.
Read Next
| Task | Load |
|---|---|
| Fix frame-rate-dependent movement | guidelines.md, workflows/stabilize-physics.md |
| Add fixed movement and collision prediction | references/fixed-step-patterns.md |
| Separate animation from physics | references/fixed-step-patterns.md |
Source Notes
Guidance is transformed and paraphrased from Herbert Wolverson, Advanced Hands-On Rust, especially Chapters 7 through 9 on movement, collision, and smoothing. Examples are original skeletons.
Source: hashgraph-online/awesome-codex-plugins → plugins/LVTD-LLC/skills/skills/rust-bevy-fixed-step-physics/SKILL.md