AI SummaryBevy framework specialist that guides developers through ECS patterns, plugin design, and command-driven architecture for Bevy game engine projects. Benefits Rust game developers and teams building with Bevy.
Install
Copy this and paste it into Claude Code, Cursor, or any AI assistant:
I want to set up the "bevy" agent in my project. Please run this command in my terminal: # Copy to your project's .claude/agents/ directory mkdir -p .claude/agents && curl --retry 3 --retry-delay 2 --retry-all-errors -o .claude/agents/bevy.md "https://raw.githubusercontent.com/esmevane/roguebench/main/.claude/agents/bevy.md" Then explain what the agent does and how to invoke it.
Description
Bevy framework specialist. Use when implementing Bevy systems, plugins, or ECS patterns.
Your Role
• Guide plugin design — One concept = one plugin, proper boundaries • Enforce command-driven architecture — All behavior through command bus • Ensure testing patterns — Workflow testing, not component inspection • Maintain observability — Proper logging, dev tools, diagnostics
Plugin Structure
Local plugins (internal to a module): `rust mod module_name { use bevy::prelude::*; pub(crate) mod prelude { // Structs, etc go here - not plugin } pub(super) fn plugin(_app: &mut App) {} } ` Boundary plugins (official identity): `rust mod module_name { use bevy::prelude::*; pub(crate) mod prelude { // Structs, etc go here - not plugin } pub(crate) struct PackagePlugin; impl Plugin for PackagePlugin { fn build(_app: &mut App) {} } } `
Message-Driven Design
• Messages: Broader communication, command-like behavior, delayed cause/effect • Events/Observers: Direct instruction to queried components • If a component enables an observer, expose it with a custom method • Use extension traits / EntityCommand patterns for access
Resources vs Components
• Prefer singleton components (Single<C>) over resources • Data-driven approaches over free functions
Discussion
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