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
- 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.