bevy-voxel-runtime

bevy-voxel-runtime is a skill for Claude Code from chrisgliddon/bevy-skills. It costs 67 tokens per session (1,359 once invoked), scanned A, original, MIT.

A guide to updating voxel game sections in Bevy 0.19 after blocks are edited. Voxels are the small grid cells used to build block-based worlds.

In plain words
What is it for?
Use it to schedule background remeshing, mark nearby sections affected by edits, reject stale results, combine duplicate work, prioritize visible sections, and safely update meshes and collision shapes.
Why use it?
It prevents old background mesh results from replacing newer edits and limits work sent to the main thread, helping avoid queue growth and frame-time spikes.

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 to schedule background remeshing, mark nearby sections affected by edits, reject stale results, combine duplicate work, prioritize visible sections, and safely update meshes and collision shapes.

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

README.md
[![agentmods](https://agentmods.dev/badge/skills/chrisgliddon/bevy-skills/bevy-voxel-runtime/github.svg)](https://agentmods.dev/skills/chrisgliddon/bevy-skills/bevy-voxel-runtime)
Your own site
<a href="https://agentmods.dev/skills/chrisgliddon/bevy-skills/bevy-voxel-runtime"><img src="https://agentmods.dev/badge/skills/chrisgliddon/bevy-skills/bevy-voxel-runtime/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-voxel-runtime

Your own site · 80×15
<a href="https://agentmods.dev/skills/chrisgliddon/bevy-skills/bevy-voxel-runtime"><img src="https://agentmods.dev/badge/skills/chrisgliddon/bevy-skills/bevy-voxel-runtime.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 67 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,359 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 $0.00067 $0.01359
Opus 5 $0.00034 $0.00679
Sonnet 5 $0.00013 $0.00272
Haiku 4.5 $0.00007 $0.00136

Measured 12d ago against content hash eff9a2a81659, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

bevy-voxel-runtime 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 12d ago.

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-voxel-runtime/SKILL.md · 141 lines

How it starts

The opening of the file, as written. The whole thing — 141 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Bevy 0.19 — production voxel runtime

When to use this skill

  • Edits can cross section boundaries or affect AO/lighting halo samples.
  • Background remesh results can arrive after newer edits or unload/reload.
  • Mesh/collider uploads, queue growth, or visible-section latency cause frame spikes.
  • A prototype currently spawns one AsyncComputeTaskPool task per edit.

Use this skill after the block catalog and mesher are correct. It owns the runtime contract between edits, background meshing, and main-thread presentation. A worker result is only a proposal: the world revision must still accept it.

Canonical pattern

use bevy::prelude::*;
use std::collections::{BinaryHeap, HashMap, VecDeque};

#[derive(Clone, Copy, Debug, Eq, Hash, Ord, PartialEq, PartialOrd)]
struct SectionCoord { x: i32, y: i32, z: i32 }

#[derive(Clone, Copy, Debug, Eq, Ord, PartialEq, PartialOrd)]
struct WorkToken {
    coord: SectionCoord,
    revision: u64,
    epoch: u64,
}

#[derive(Clone, Copy, Debug, Default, Eq, PartialEq)]
enum WorkState {
    #[default]
    Idle,
    Queued,
    Running,
    RunningAndDirty,
    Ready,
}

#[derive(Resource, Default)]
struct RemeshRuntime {
    state: HashMap<SectionCoord, WorkState>,
    latest: HashMap<SectionCoord, WorkToken>,
    queued: BinaryHeap<PriorityEntry>,
    completed: VecDeque<MeshResult>,
}

#[derive(Clone, Copy, Debug, Eq, Ord, PartialEq, PartialOrd)]
struct PriorityEntry {
    // Include the token or queue generation so obsolete heap entries can be skipped.
    priority: i64,
    queue_generation: u64,
    token: WorkToken,
}

struct MeshResult {
    token: WorkToken,
    mesh: MeshPayload,
    collider: ColliderPayload,
}

struct MeshPayload;
struct ColliderPayload;

The worker input must own an immutable snapshot of the section plus required halo. Do not hold ECS borrows, asset borrows, or world locks across background work.

Gotchas and invariants

  1. Derive dirty fan-out from the mesher's actual read stencil. An interior edit dirties one section; a face-boundary edit also dirties the orthogonal neighbour. Ambient occlusion, smooth lighting, or other halo reads can require edge/corner neighbours too.
  2. Give every section a monotonic content revision and a lifecycle epoch. Capture both in each job and result. Never identify validity by coordinates alone.
  3. Keep at most one queued/running/pending-result intent per section. An edit during a running job marks that section dirty again; it does not spawn an equivalent job.
  4. Bound worker starts, completed-result storage, mesh/collider applications, upload bytes, and apply time. A thread pool is not backpressure.
  5. Re-check revision and epoch immediately before replacing presentation state. Reject stale results and count them; never let an old task overwrite a new edit.
  6. Swap the visible mesh and matching collider as one accepted revision. Do not show geometry from revision N while collision still represents N-1.

Read the full file on GitHub · 141 lines

Files

What ships with it

3 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. 12d ago First seen · 141 lines · 67 tokens per session scan A eff9a2a81659

Subscribe to this mod's changes

bevy-voxel-runtime is a skill published in the GitHub repository chrisgliddon/bevy-skills (12 stars, last pushed 17d ago), licensed MIT. It adds 67 tokens to every session and 1,359 once invoked, about $0.0003 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.

Related

Other skills, from other repositories

gameobject-component-destroy

Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.

IvanMurzak/Unity-MCP · 49 tokens

unity-version-split

Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).

IvanMurzak/Unity-MCP · 59 tokens

godot-signals-groups

Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…

gamedev-skills/awesome-gamedev-agent-skills · 95 tokens

motion

How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.

OpenDCAI/GameFactory-3A · 0 tokens

unity-addressables

Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).

Besty0728/Unity-Skills · 25 tokens

threejs-exposure-color-grading

Build a measured exposure and grading path in Three.js. Use for a 64x36 encoded luminance meter, asynchronous readback, weighted log-average exposure, asymmetric adaptation, single tone-map ownership, and a generated 32-cube post-tone-map LUT.

scottstts/Threejs-Awesome-Graphics-Agent-Skills · 60 tokens