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Bevy Game Loop Time Trial Agent Skill

Run a Bevy 0.20 time trial as ECS data. Use when a race clock, split gates, and a finish line share one resource and must be chained, while movement steps on FixedUpdate. Keywords: Bevy, time trial, RaceClock, SplitGate, FixedUpdate, chain.

2.1k tokens
context cost
SKILL.md, read when the skill is used
2
files
plus reference files
0
copies elsewhere
how many repositories repackaged it
854
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/thedivergentai/Game-Design-Agentic-Skills --skill bevy-game-loop-time-trial

What comes with it

754 bytes besides the instruction
references/ecs-ownership.md

The instruction itself

16 sections, as written by the author

Bevy time-trial loop

When to use

Load this when a run records elapsed time, splits, or a finish line.

ECS shape

  • Components: a racer marker and a finish volume.
  • Resources: the race clock, split list, and best time live on one resource.
  • Systems: tick the clock, record a split, then test the finish line, in that order with .chain().
  • Messages: one-shot facts (hit, pickup, quest advance) go through bevy-events-messaging. This file does not add a new event type name.
[package]
name = "time-trial"
version = "0.1.0"
edition = "2021"

[dependencies]
bevy = "0.20"

The race clock is one resource. Three systems write it, so they share one chain.

#[derive(Resource)]
struct RaceClock {
    elapsed: f32,
    splits: Vec<f32>,
    finished: bool,
    best: f32,
}

#[derive(Component)]
struct Racer;

#[derive(Component)]
struct FinishLine;

fn spawn_course(mut commands: Commands) {
    commands.insert_resource(RaceClock {
        elapsed: 0.0,
        splits: Vec::new(),
        finished: false,
        best: f32::MAX,
    });
    commands.spawn((Racer, Transform::from_xyz(0.0, 0.0, 0.0)));
    commands.spawn((FinishLine, Transform::from_xyz(10.0, 0.0, 0.0)));
    commands.spawn(SplitGate {
        at_x: 5.0,
        taken: false,
    });
}

fn tick_race(time: Res<Time>, mut clock: ResMut<RaceClock>) {
    if !clock.finished {
        clock.elapsed += time.delta_secs();
    }
}

#[derive(Component)]
struct SplitGate {
    at_x: f32,
    taken: bool,
}

fn record_split(
    mut clock: ResMut<RaceClock>,
    racers: Query<&Transform, With<Racer>>,
    mut gates: Query<&mut SplitGate>,
) {
    if clock.finished {
        return;
    }
    let Some(racer) = racers.iter().next() else {
        return;
    };
    for mut gate in &mut gates {
        if !gate.taken && racer.translation.x >= gate.at_x {
            gate.taken = true;
            let elapsed = clock.elapsed;
            clock.splits.push(elapsed);
        }
    }
}

fn cross_finish(
    mut clock: ResMut<RaceClock>,
    racers: Query<&Transform, With<Racer>>,
    lines: Query<&Transform, With<FinishLine>>,
) {
    if clock.finished {
        return;
    }
    let Some(racer) = racers.iter().next() else {
        return;
    };
    let Some(line) = lines.iter().next() else {
        return;
    };
    if racer.translation.x >= line.translation.x {
        clock.finished = true;
        if clock.elapsed < clock.best {
            clock.best = clock.elapsed;
        }
    }
}

pub struct TimeTrialPlugin;

impl Plugin for TimeTrialPlugin {
    fn build(&self, app: &mut App) {
        app.add_systems(Startup, spawn_course).add_systems(
            Update,
            (tick_race, record_split, cross_finish).chain(),
        );
    }
}

A fixed step moves the racer. It does not own the race clock.

#[derive(Component)]
struct Racer;

fn drive(time: Res<Time<Fixed>>, mut racers: Query<&mut Transform, With<Racer>>) {
    let step = time.delta_secs() * 8.0;
    for mut transform in &mut racers {
        transform.translation.x += step;
    }
}

pub struct DrivePlugin;

impl Plugin for DrivePlugin {
    fn build(&self, app: &mut App) {
        app.add_systems(FixedUpdate, drive);
    }
}

Race data

| Need | Bevy idiom |

| --- | --- |

| Race clock | Elapsed on a resource. The fixed clock is a stepper, not a race format. |

| Split | Your own list on that resource, written when the racer passes a SplitGate. |

| Finish | A finished flag on that resource. |

Scope

  • Race timer, split, and ghost data are yours to build as components.
  • Ghost replay belongs on 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

| Piece | Owner | Who may mutate | Schedule |

| --- | --- | --- | --- |

| Data on one entity | Component | One system via Query | Update or FixedMain |

| One value for the whole app | Resource | One system | Startup to insert, then the schedule that reads it |

| Spawn | Commands | The spawning system | Startup for the initial world; later schedules for runtime spawn |

| Order that must not race | .chain() | The chained systems only | Same schedule |

| Plugin boundary | Plugin | build registers systems and resources | Before 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 need | Do this | Do not |

| --- | --- | --- |

| Per-entity data | Component + Query | One struct that stores every entity's fields |

| App-wide config or clock | Resource | Copy the value onto every entity |

| Stable simulation step | FixedMain and the Fixed clock | Tie simulation to raw frame Update |

| Startup spawn | Commands in Startup | Spawn from a render system |

| Cross-system notice that is not shared state | Message or observer slot in bevy-events-messaging | A new event type invented in this file |

| An API outside the documented set | Read the linked Bevy pages | A 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 signal bus for splits or the finish. WHY: the clock resource is shared state; one-shot notices belong in bevy-events-messaging.
  • No node types in Bevy code. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
  • No invented APIs or unnamed third-party crates as the chosen solver. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

Reference

The library pin on bevy-master stays 0.20.0. Official links stay on the unversioned learn pages.

Official Documentation

  • Assets - Official asset catalog. No third-party crate was selected.
  • Examples - Example tree on the latest branch.
  • ECS - Component, systems, Query, Startup, Update, and .chain().
  • Plugins - Plugin, DefaultPlugins, MinimalPlugins, and add_plugins.
Prerequisites
Complements
Downstream / consumers
  • None yet.
Master

How to use it

Copy the folder

Take thedivergentai/bevy-game-loop-time-trial from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.