[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"skill:01M6XEZXQG07B4MDK0SMRF2J5C":3,"skill-same:01M6XEZXQG07B4MDK0SMRF2J5C":62},{"skillNo":4,"name":5,"nameZh":6,"description":7,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":16,"categories":17,"keywords":18,"publishedAt":36,"linkOnly":37,"markdownContent":38,"markdownBody":39,"frontMatter":40,"refName":42,"commitSha":43,"skillDirectory":44,"forksCount":14,"repositoryHtmlUrl":45,"repositoryHomepageUrl":6,"ownerHtmlUrl":46,"ownerBlogUrl":6,"ownerDescription":6,"updatedAt":47,"install":48,"resources":61},"01M6XEZXQG07B4MDK0SMRF2J5C","bevy-ecs-expert",null,"Master Bevy's Entity Component System (ECS) in Rust, covering Systems, Queries, Resources, and parallel scheduling.","sapsapshen\u002Fai-memory-router","sapsapshen","https:\u002F\u002Favatars.githubusercontent.com\u002Fu\u002F20347959?v=4","01M6XDQEF1DP50DKF37H81J3J5","shenmian","01M6XDQEJPE41Y3DT2763X8ZJN",0,"MIT","https:\u002F\u002Fgithub.com\u002Fsapsapshen\u002Fai-memory-router\u002Fblob\u002Fmain\u002Fskills-store\u002Fcopilot\u002Fbevy-ecs-expert\u002FSKILL.md",[],[19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35],"ecs","bevy ecs expert","expert","2026","safe","component system","entity","resources","systems","community","queries","scheduling","master","parallel","system","component","rust","2026-11-10 10:12:30",false,"---\nname: bevy-ecs-expert\ndescription: \"Master Bevy's Entity Component System (ECS) in Rust, covering Systems, Queries, Resources, and parallel scheduling.\"\nrisk: safe\nsource: community\ndate_added: \"2026-02-27\"\n---\n\n# Bevy ECS Expert\n\n## Overview\n\nA guide to building high-performance game logic using Bevy's data-oriented ECS architecture. Learn how to structure systems, optimize queries, manage resources, and leverage parallel execution.\n\n## When to Use This Skill\n\n- Use when developing games with the Bevy engine in Rust.\n- Use when designing game systems that need to run in parallel.\n- Use when optimizing game performance by minimizing cache misses.\n- Use when refactoring object-oriented logic into data-oriented ECS patterns.\n\n## Step-by-Step Guide\n\n### 1. Defining Components\n\nUse simple structs for data. Derive `Component` and `Reflect`.\n\n```rust\n#[derive(Component, Reflect, Default)]\n#[reflect(Component)]\nstruct Velocity {\n    x: f32,\n    y: f32,\n}\n\n#[derive(Component)]\nstruct Player;\n```\n\n### 2. Writing Systems\n\nSystems are regular Rust functions that query components.\n\n```rust\nfn movement_system(\n    time: Res\u003CTime>,\n    mut query: Query\u003C(&mut Transform, &Velocity), With\u003CPlayer>>,\n) {\n    for (mut transform, velocity) in &mut query {\n        transform.translation.x += velocity.x * time.delta_seconds();\n        transform.translation.y += velocity.y * time.delta_seconds();\n    }\n}\n```\n\n### 3. Managing Resources\n\nUse `Resource` for global data (score, game state).\n\n```rust\n#[derive(Resource)]\nstruct GameState {\n    score: u32,\n}\n\nfn score_system(mut game_state: ResMut\u003CGameState>) {\n    game_state.score += 10;\n}\n```\n\n### 4. Scheduling Systems\n\nAdd systems to the `App` builder, defining execution order if needed.\n\n```rust\nfn main() {\n    App::new()\n        .add_plugins(DefaultPlugins)\n        .init_resource::\u003CGameState>()\n        .add_systems(Update, (movement_system, score_system).chain())\n        .run();\n}\n```\n\n## Examples\n\n### Example 1: Spawning Entities with Require Component\n\n```rust\nuse bevy::prelude::*;\n\n#[derive(Component, Reflect, Default)]\n#[require(Velocity, Sprite)]\nstruct Player;\n\n#[derive(Component, Default)]\nstruct Velocity {\n    x: f32,\n    y: f32,\n}\n\nfn setup(mut commands: Commands, asset_server: Res\u003CAssetServer>) {\n    commands.spawn((\n        Player,\n        Velocity { x: 10.0, y: 0.0 },\n        Sprite::from_image(asset_server.load(\"player.png\")), \n    ));\n}\n```\n\n### Example 2: Query Filters\n\nUse `With` and `Without` to filter entities efficiently.\n\n```rust\nfn enemy_behavior(\n    query: Query\u003C&Transform, (With\u003CEnemy>, Without\u003CDead>)>,\n) {\n    for transform in &query {\n        \u002F\u002F Only active enemies processed here\n    }\n}\n```\n\n## Best Practices\n\n- ✅ **Do:** Use `Query` filters (`With`, `Without`, `Changed`) to reduce iteration count.\n- ✅ **Do:** Prefer `Res` over `ResMut` when read-only access is sufficient to allow parallel execution.\n- ✅ **Do:** Use `Bundle` to spawn complex entities atomically.\n- ❌ **Don't:** Store heavy logic inside Components; keep them as pure data.\n- ❌ **Don't:** Use `RefCell` or interior mutability inside components; let the ECS handle borrowing.\n\n## Troubleshooting\n\n**Problem:** System panic with \"Conflict\" error.\n**Solution:** You are likely trying to access the same component mutably in two systems running in parallel. Use `.chain()` to order them or split the logic.\n","# Bevy ECS Expert\n\n## Overview\n\nA guide to building high-performance game logic using Bevy's data-oriented ECS architecture. Learn how to structure systems, optimize queries, manage resources, and leverage parallel execution.\n\n## When to Use This Skill\n\n- Use when developing games with the Bevy engine in Rust.\n- Use when designing game systems that need to run in parallel.\n- Use when optimizing game performance by minimizing cache misses.\n- Use when refactoring object-oriented logic into data-oriented ECS patterns.\n\n## Step-by-Step Guide\n\n### 1. Defining Components\n\nUse simple structs for data. Derive `Component` and `Reflect`.\n\n```rust\n#[derive(Component, Reflect, Default)]\n#[reflect(Component)]\nstruct Velocity {\n    x: f32,\n    y: f32,\n}\n\n#[derive(Component)]\nstruct Player;\n```\n\n### 2. Writing Systems\n\nSystems are regular Rust functions that query components.\n\n```rust\nfn movement_system(\n    time: Res\u003CTime>,\n    mut query: Query\u003C(&mut Transform, &Velocity), With\u003CPlayer>>,\n) {\n    for (mut transform, velocity) in &mut query {\n        transform.translation.x += velocity.x * time.delta_seconds();\n        transform.translation.y += velocity.y * time.delta_seconds();\n    }\n}\n```\n\n### 3. Managing Resources\n\nUse `Resource` for global data (score, game state).\n\n```rust\n#[derive(Resource)]\nstruct GameState {\n    score: u32,\n}\n\nfn score_system(mut game_state: ResMut\u003CGameState>) {\n    game_state.score += 10;\n}\n```\n\n### 4. Scheduling Systems\n\nAdd systems to the `App` builder, defining execution order if needed.\n\n```rust\nfn main() {\n    App::new()\n        .add_plugins(DefaultPlugins)\n        .init_resource::\u003CGameState>()\n        .add_systems(Update, (movement_system, score_system).chain())\n        .run();\n}\n```\n\n## Examples\n\n### Example 1: Spawning Entities with Require Component\n\n```rust\nuse bevy::prelude::*;\n\n#[derive(Component, Reflect, Default)]\n#[require(Velocity, Sprite)]\nstruct Player;\n\n#[derive(Component, Default)]\nstruct Velocity {\n    x: f32,\n    y: f32,\n}\n\nfn setup(mut commands: Commands, asset_server: Res\u003CAssetServer>) {\n    commands.spawn((\n        Player,\n        Velocity { x: 10.0, y: 0.0 },\n        Sprite::from_image(asset_server.load(\"player.png\")), \n    ));\n}\n```\n\n### Example 2: Query Filters\n\nUse `With` and `Without` to filter entities efficiently.\n\n```rust\nfn enemy_behavior(\n    query: Query\u003C&Transform, (With\u003CEnemy>, Without\u003CDead>)>,\n) {\n    for transform in &query {\n        \u002F\u002F Only active enemies processed here\n    }\n}\n```\n\n## Best Practices\n\n- ✅ **Do:** Use `Query` filters (`With`, `Without`, `Changed`) to reduce iteration count.\n- ✅ **Do:** Prefer `Res` over `ResMut` when read-only access is sufficient to allow parallel execution.\n- ✅ **Do:** Use `Bundle` to spawn complex entities atomically.\n- ❌ **Don't:** Store heavy logic inside Components; keep them as pure data.\n- ❌ **Don't:** Use `RefCell` or interior mutability inside components; let the ECS handle borrowing.\n\n## Troubleshooting\n\n**Problem:** System panic with \"Conflict\" error.\n**Solution:** You are likely trying to access the same component mutably in two systems running in parallel. Use `.chain()` to order them or split the logic.\n",{"name":5,"risk":23,"source":28,"date_added":41,"description":7},"2026-02-27","main","7a38d8e7073e61c16eda85681cb32fb68a8657a5","skills-store\u002Fcopilot\u002Fbevy-ecs-expert","https:\u002F\u002Fgithub.com\u002Fsapsapshen\u002Fai-memory-router","https:\u002F\u002Fgithub.com\u002Fsapsapshen","2026-04-14 21:12:12",{"source":8,"skillName":5,"commands":49,"prompt":59,"zipAvailable":60},[50,53,56],{"tool":51,"command":52},"npx","npx skills add sapsapshen\u002Fai-memory-router --skill bevy-ecs-expert",{"tool":54,"command":55},"bunx","bunx skills add sapsapshen\u002Fai-memory-router --skill bevy-ecs-expert",{"tool":57,"command":58},"pnpm","pnpm dlx skills add sapsapshen\u002Fai-memory-router --skill bevy-ecs-expert","安装技能，技能地址：https:\u002F\u002Fgithub.com\u002Fsapsapshen\u002Fai-memory-router\u002Fblob\u002Fmain\u002Fskills-store\u002Fcopilot\u002Fbevy-ecs-expert\u002FSKILL.md",true,[],[63,87,113,123,136,155],{"skillNo":64,"name":65,"nameZh":6,"description":66,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":67,"categories":68,"keywords":74,"publishedAt":36},"01M71ATQRKG48SH06FQ697T5G9","wechat-search","Search WeChat Official Account articles using OpenClaw's web search and fetch capabilities with compliance-focused design.","https:\u002F\u002Fgithub.com\u002Fsapsapshen\u002Fai-memory-router\u002Fblob\u002Fmain\u002Fskills-store\u002Fopenclaw\u002Fwechat-search-release\u002FSKILL.md",[69],{"categoryNo":70,"categoryName":71,"taxonomyType":72,"taxonomyTypeDesc":73},"01JBSEEDCAT000000000000037","律师与法务","PROFESSION","适用职业",[75,76,77,78,79,80,81,82,83,84,85,86],"wechat search","wechat","search","capabilities","openclaw","design","web search","compliance","web","official","fetch","with",{"skillNo":88,"name":89,"nameZh":6,"description":90,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":91,"categories":92,"keywords":93,"publishedAt":36},"01M71ATNAVGZB35PFYM2GC5N00","trend-tap","Real-time trending topics aggregator across 7 platforms (X\u002FTwitter, Reddit, Google Trends, Hacker News, Zhihu, Bilibili, Weibo). 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