bevy-rendering

bevy-rendering is a skill for Claude Code from chrisgliddon/bevy-skills. It costs 78 tokens per session (1,502 once invoked), scanned A, original, MIT.

A guide to choosing and configuring Bevy 0.19's system for drawing game or visualisation graphics. It also explains when to use a headless build with no graphics or connect an existing renderer.

In plain words
What is it for?
Use it when setting up 2D or 3D rendering, custom shaders or render passes, many dynamic lights, server simulations, external graphics APIs, or physics alongside graphics.
Why use it?
It helps avoid replacing the graphics system when the real need is physics, and clarifies the trade-offs between ordinary, custom, deferred, headless, and external-renderer setups.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin. Also seen: mentions OpenCode.

Part of the bevy-skills plugin — 31 skills shipped together

Good fit Use it when setting up 2D or 3D rendering, custom shaders or render passes, many dynamic lights, server simulations, external graphics APIs, or physics alongside graphics.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/chrisgliddon/bevy-skills/bevy-rendering
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add chrisgliddon/bevy-skills --skill bevy-rendering
Clone the repo
git clone --depth 1 https://github.com/chrisgliddon/bevy-skills

Made for: Claude Code.

Or install bevy-skills, the plugin that ships this one along with the rest of its 31 skills.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for bevy-rendering

README.md
[![agentmods](https://agentmods.dev/badge/skills/chrisgliddon/bevy-skills/bevy-rendering/github.svg)](https://agentmods.dev/skills/chrisgliddon/bevy-skills/bevy-rendering)
Your own site
<a href="https://agentmods.dev/skills/chrisgliddon/bevy-skills/bevy-rendering"><img src="https://agentmods.dev/badge/skills/chrisgliddon/bevy-skills/bevy-rendering/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for bevy-rendering

Your own site · 80×15
<a href="https://agentmods.dev/skills/chrisgliddon/bevy-skills/bevy-rendering"><img src="https://agentmods.dev/badge/skills/chrisgliddon/bevy-skills/bevy-rendering.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 78 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,502 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00078 $0.01502
Opus 5 $0.00039 $0.00751
Sonnet 5 $0.00016 $0.00300
Haiku 4.5 $0.00008 $0.00150

Measured 9d ago against content hash 7aa43959b0b1, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

Grade A, and why

bevy-rendering scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 9d ago.

The scan reads SKILL.md. This mod also ships 2 executable files (scripts/audit_renderer_features.py, tests/test_audit_renderer_features.py), listed below but not scanned — reading those needs a real analyzer, not pattern matching.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skills/bevy-rendering/SKILL.md · 160 lines

How it starts

The opening of the file, as written. The whole thing — 160 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Bevy 0.19 — rendering choices

Start with Bevy's built-in wgpu renderer unless a measured constraint requires a custom path. Renderer replacement changes asset preparation, visibility, cameras, materials, platform integration, and debugging—not just one plugin.

First classify the need

Need Path
Ordinary 2D/3D game, editor, or visualization Built-in 2d / 3d profile
Custom shaders or a special pass Extend built-in rendering
Many dynamic lights on desktop-class GPUs Consider deferred opaque rendering
Server simulation with no pixels Headless MinimalPlugins profile
Existing proprietary/embedded renderer 2d_api / 3d_api plus an explicit bridge
Physics, collision, character motion bevy-physics; this does not select a renderer

Do not replace the renderer because a physics crate is present. bevy_rapier3d computes rigid-body simulation and queries. Its optional debug drawing uses Bevy rendering, but Rapier is not a renderer.

Built-in renderer

[dependencies]
bevy = { version = "0.19", default-features = false, features = ["3d", "ui"] }
use bevy::prelude::*;

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_systems(Startup, setup)
        .run();
}

fn setup(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
) {
    commands.spawn((
        Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))),
        MeshMaterial3d(materials.add(Color::srgb(0.3, 0.7, 0.9))),
    ));
    commands.spawn((
        Camera3d::default(),
        Transform::from_xyz(0.0, 2.0, 4.0).looking_at(Vec3::ZERO, Vec3::Y),
    ));
    commands.spawn(DirectionalLight::default());
}

3d is a complete profile. 3d_bevy_render is the lower-level collection that selects Bevy's renderer; 3d_api supplies world-side 3D types without a renderer. Profiles only trim dependencies when default-features = false.

Read the full file on GitHub · 160 lines

Files

What ships with it

5 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 9d ago First seen · 160 lines · 78 tokens per session scan A 7aa43959b0b1

Subscribe to this mod's changes

bevy-rendering is a skill published in the GitHub repository chrisgliddon/bevy-skills (11 stars, last pushed 14d ago), licensed MIT. It adds 78 tokens to every session and 1,502 once invoked, about $0.0004 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.