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Bevy Physics 3d Agent Skill

Bevy ECS skill for 3D physics. Keywords: Bevy, physics, ECS, 3D.

2.3k tokens
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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-physics-3d

What comes with it

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

The instruction itself

17 sections, as written by the author

Bevy 3D physics

When to use

Load this when a Bevy app needs simulated 3D bodies (props, impulses, constraints) before choosing a solver. Pair with bevy-character-movement for player motion that should not be a rigid body.

ECS shape

  • Components own velocity, mass, and a sphere radius for props you simulate yourself.
  • Resources own gravity.
  • Systems integrate on FixedUpdate, then separate overlapping spheres. .chain() runs separation after the step.
  • Schedule: the fixed step is the clock. A separate solver plugin can replace the integrator when you need joints and a broadphase. This file does not name that plugin's types. Player locomotion stays on bevy-character-movement.

Ownership

| Need | Bevy shape |

| --- | --- |

| Simulated prop | Body plus Transform, integrated on FixedUpdate |

| Player locomotion | bevy-character-movement, not this integrator |

| Joints and ragdolls | A separate solver plugin once those features are required. This file does not name that plugin's types |

| Layers and masks | A Layer component you define, filtered in the overlap system |

Scope

  • Gravity, velocity, and sphere overlap are ordinary components stepped on FixedUpdate.
  • Joints, ragdolls, and continuous collision belong to a physics solver you add as a plugin. This skill does not call that plugin's types.

Examples

[package]
name = "physics3d"
version = "0.1.0"
edition = "2021"

[dependencies]
bevy = "0.20"

Integrate velocity under gravity, then push overlapping spheres apart. Both systems write Body and Transform, so they run as one chain.

#[derive(Component)]
struct Body {
    velocity: Vec3,
    mass: f32,
    radius: f32,
}

#[derive(Component)]
struct Layer(u32);

#[derive(Resource)]
struct Gravity(Vec3);

fn integrate(
    time: Res<Time<Fixed>>,
    gravity: Res<Gravity>,
    mut bodies: Query<(&mut Transform, &mut Body)>,
) {
    let dt = time.delta_secs();
    for (mut tf, mut body) in &mut bodies {
        body.velocity += gravity.0 * dt;
        tf.translation += body.velocity * dt;
        if tf.translation.y < body.radius {
            tf.translation.y = body.radius;
            body.velocity.y = body.velocity.y.max(0.0);
        }
    }
}

fn separate(mut bodies: Query<(Entity, &mut Transform, &mut Body, &Layer)>) {
    let mut pairs: Vec<(Entity, Entity)> = Vec::new();
    for (a, tf_a, body_a, layer_a) in &bodies {
        for (b, tf_b, body_b, layer_b) in &bodies {
            if a.index() >= b.index() || layer_a.0 != layer_b.0 {
                continue;
            }
            let min = body_a.radius + body_b.radius;
            if tf_a.translation.distance(tf_b.translation) < min {
                pairs.push((a, b));
            }
        }
    }
    for (a, b) in pairs {
        let Ok([(_, mut tf_a, mut body_a, _), (_, mut tf_b, mut body_b, _)]) =
            bodies.get_many_mut([a, b])
        else {
            continue;
        };
        let delta = tf_b.translation - tf_a.translation;
        let dist = delta.length();
        let min = body_a.radius + body_b.radius;
        if dist >= min || dist == 0.0 {
            continue;
        }
        let normal = delta / dist;
        let push = (min - dist) * 0.5;
        tf_a.translation -= normal * push;
        tf_b.translation += normal * push;
        let rel = (body_b.velocity - body_a.velocity).dot(normal);
        if rel < 0.0 {
            let inv_a = 1.0 / body_a.mass.max(0.001);
            let inv_b = 1.0 / body_b.mass.max(0.001);
            let impulse = -rel / (inv_a + inv_b);
            body_a.velocity -= normal * impulse * inv_a;
            body_b.velocity += normal * impulse * inv_b;
        }
    }
}

pub struct PhysicsPlugin;

impl Plugin for PhysicsPlugin {
    fn build(&self, app: &mut App) {
        app.insert_resource(Gravity(Vec3::new(0.0, -9.8, 0.0)))
            .add_systems(FixedUpdate, (integrate, separate).chain());
    }
}

An impulse adds velocity. Spawn places a crate above the ground plane so the next fixed step can fall.

#[derive(Component)]
struct Body {
    velocity: Vec3,
    mass: f32,
    radius: f32,
}

fn kick(mut bodies: Query<&mut Body>) {
    for mut body in &mut bodies {
        body.velocity += Vec3::new(0.0, 6.0, 2.0);
    }
}

fn spawn_crate(mut commands: Commands) {
    commands.spawn((
        Transform::from_xyz(0.0, 2.0, 0.0),
        Body {
            velocity: Vec3::ZERO,
            mass: 2.0,
            radius: 0.5,
        },
    ));
}

A ray against the ground plane reports the hit point without a physics crate.

fn ray_ground(origin: Vec3, dir: Vec3) -> Option<Vec3> {
    if dir.y >= 0.0 {
        return None;
    }
    let t = -origin.y / dir.y;
    if t < 0.0 {
        return None;
    }
    Some(origin + dir * t)
}

fn aim_at_ground(aimers: Query<&Transform>, mut gizmos: Gizmos) {
    for tf in &aimers {
        let dir = tf.forward().as_vec3();
        if let Some(hit) = ray_ground(tf.translation, dir) {
            gizmos.sphere(hit, 0.1, Color::srgb(1.0, 0.2, 0.2));
        }
    }
}

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 | A field stored outside a component |

| 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 |

| Props under gravity | Body on FixedUpdate | Treating FixedUpdate itself as a solver |

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 name a third-party solver's types as Bevy APIs. WHY: the bevy feature list has no physics-engine feature.
  • Do not pin a solver crate in this skill. Check that crate's own docs before naming its plugin path.
  • Do not treat Fixed / FixedMain as a physics engine. WHY: bevy::time documents a clock, not a solver.
  • Do not mutably query the same body component from two unordered systems. WHY: systems run in parallel unless .chain() orders them.

Reference

Official links stay on bevy.org. The library pin on bevy-master stays 0.20. The 0.20 feature list has no physics-engine feature.

Official Documentation

  • Assets - Official asset catalog. No physics plugin is named from it here.
  • Examples - Example tree on the latest branch.
  • Quick Start: plugins - Plugin, DefaultPlugins, MinimalPlugins, and third-party add_plugins.
  • ECS - Component, Query, and .chain(). Fixed / FixedMain are a clock, not a solver.
Prerequisites
  • bevy-master - ECS ownership and the fixed-timestep schedule names.
Complements
Downstream / consumers
  • Combat, racing, and shooter skills cover hits, vehicles, and shots.
Master

How to use it

Copy the folder

Take thedivergentai/bevy-physics-3d 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.