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rust-bevy-collision-broadphase

rust-bevy-collision-broadphase

Design and review Bevy 2D collision broadphase systems with AABB bounds, spatial indexes, typed collision events, and benchmark-driven test beds. Use when replacing O(n^2) collision checks, adding spatial partitioning, diagnosing Bevy collision performance, or separating broadphase, narrowphase, and response systems in Rust games.

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GitHub

name: rust-bevy-collision-broadphase description: Design and review Bevy 2D collision broadphase systems with AABB bounds, spatial indexes, typed collision events, and benchmark-driven test beds. Use when replacing O(n^2) collision checks, adding spatial partitioning, diagnosing Bevy collision performance, or separating broadphase, narrowphase, and response systems in Rust games. license: MIT compatibility: Codex, Claude Code, and other Agent Skills-compatible clients. metadata: version: "0.1.0" displayName: Rust Bevy Collision Broadphase category: Rust tags: rust,bevy,gamedev,collision,performance

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

  1. Identify the collision shapes, movement model, entity counts, and layers.
  2. Keep collider data small and independent from sprites, textures, and game rules.
  3. Choose the cheapest broadphase that fits the scene: brute force for tiny counts, spatial hash for uniform worlds, quad tree for clustered worlds.
  4. Emit candidate or collision events; let separate systems decide response.
  5. Test edge contacts, fast movement, layer filters, despawn cases, and deterministic ordering.
  6. Benchmark before and after changing the broadphase.

Read Next

TaskLoad
Pick or review a broadphaseguidelines.md, references/broadphase-patterns.md
Optimize an existing collision systemworkflows/optimize-collision.md
Route a specific symptomguidelines.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.

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