bevy

Bevy v0.18(Rust 2024)深度使用指南与“源码+examples”对照索引。只要用户提到 Bevy / ECS / system / schedule / plugin / state / asset / scene / glTF / rendering / render pipeline / render graph / RenderGraph / render phase / RenderPhase / PipelineCache / wgpu / bind group / RenderCommand / camera / viewport / render target / render to texture / RenderLayers / visibility / lighting / shadows / fog / anti-aliasing / post-process / bloom / TAA / FXAA / DLSS / wgsl / shader / material / mesh / image / array texture / texture array / texture atlas / color space / UI / widgets / feathers / input focus / a11y / AccessKit / input / window / winit / android / wasm / audio / animation / picking / gizmos / diagnostics / profiling / remote protocol / solari / ray tracing / dynamic linking,或在 Rust 中开发游戏/可视化/仿真且明显需要 Bevy 时,必须使用此 skill;并按需加载 references/ 中对应主题文档。此 skill 只面向 Bevy v0.18:不要给出旧版本 API 兼容写法,遇到旧代码直接按 v0.18 改写。

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Install skill "bevy" with this command: npx skills add juzi5201314/cruft/juzi5201314-cruft-bevy

Bevy Skill(v0.18,深度版)

本 skill 用于在“写代码 / 读代码 / 设计架构 / 排错优化”时系统性指导 Bevy v0.18 的使用方式。 它以 https://github.com/bevyengine/bevy/tree/v0.18.0 的源码与 https://github.com/bevyengine/bevy/tree/v0.18.0/examples 的 examples 为第一手事实来源,并用精炼文档(Context7: /websites/rs_bevy)做概念对照。

适用范围与硬约束

  • 目标版本:Bevy v0.18.0(只写 v0.18 风格与 API)。
  • 硬切换:不要给出旧版本 API 的“兼容写法 / 双写法”。
  • 优先级:以 v0.18.0 tag 的源码与 examples 为准;文档用于补全概念与常见用法。

使用流程(每次触发都按这个走)

  1. 先判断用户问题属于哪个域(ECS / Scheduling / Rendering / Assets / UI / …)。
  2. 打开 references/index.md,按需加载 1~3 个最相关的 reference 文档。
  3. 如果需要更具体/更准确的细节:
    • https://github.com/bevyengine/bevy/tree/v0.18.0/examples 里找同类示例(优先)。
    • https://github.com/bevyengine/bevy/tree/v0.18.0/crates 里定位关键类型/函数/系统集(次优但更权威;必要时先本地 clone v0.18.0 tag 再用 rg 搜索)。
  4. 输出时优先给:
    • 一段能跑的最小代码(或对现有代码的精确修改建议)。
    • 需要启用的插件/feature(例如 MaterialPlugin<T>bevy_remotefile_watcher)。
    • 对应的 Bevy examples 路径与源码入口(方便用户自查/扩展)。

主题索引(按需加载)

强烈建议先读:references/index.md(决策树 + 全量目录)。

  • 总览与选型:references/overview_crates_plugins.md
  • 项目创建 / Cargo features:references/project_setup_features.md
  • 开发期增量编译加速(dynamic linking):references/dynamic_linking_dylib.md
  • 跨平台/窗口后端(Winit/Android/Wasm):references/platforms_winit_android_wasm.md
  • App / Plugins / Schedules:references/app_plugins_schedules.md
  • ECS 入门:references/ecs_fundamentals.md
  • ECS 进阶:references/ecs_advanced_patterns.md
  • Events / Messages / Observers:references/events_messages_observers.md
  • Hierarchy / Relationships:references/relationships_hierarchy.md
  • States:references/states.md
  • Assets:references/assets.md
  • Scenes / glTF:references/scenes_gltf.md
  • Rendering 架构:references/rendering_architecture.md
  • 自定义渲染管线(RenderGraph/RenderPhase/PipelineCache):references/render_pipeline_custom_rendering.md
  • Camera / Views / Render Targets:references/camera_views_render_targets.md
  • Mesh / Image / Color:references/mesh_image_color.md
  • Lighting / Shadows / Fog:references/lighting_shadows_fog.md
  • Anti-Aliasing / Post-Process:references/anti_alias_post_process.md
  • 2D 渲染:references/rendering_2d.md
  • 3D / PBR:references/rendering_3d_pbr.md
  • Shaders / Materials:references/shaders_materials.md
  • Raytraced Lighting(Solari):references/ray_tracing_solari.md
  • UI:references/ui.md
  • UI Tooling(Widgets/Feathers/Focus):references/ui_tooling_widgets_focus.md
  • Accessibility / a11y:references/accessibility_a11y.md
  • Input / Window:references/input_window.md
  • Time / Fixed timestep:references/time_fixed_timestep.md
  • Math / Transforms:references/math_transforms.md
  • Animation:references/animation.md
  • Audio:references/audio.md
  • Async tasks:references/async_tasks.md
  • Picking:references/picking.md
  • Debug / Profiling / DevTools / Remote:references/debug_profiling_devtools_remote.md
  • Logging / Tracing:references/logging_tracing.md
  • Examples 总目录:references/examples_catalog.md

输出风格(给未来使用此 skill 的模型)

  • 用中文解释概念,但代码标识符与 API 名称保持英文。
  • 不要泛泛而谈;把“应该怎么做”落到 Bevy 的具体类型/系统集/示例文件。
  • 当用户目标不清晰时,先给一个可运行的“最小骨架”,再列出可扩展点(插件/资源/系统/状态/资产管线)。

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