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.
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill bevy-ecsgit clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skillsWrote 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.
[](https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/bevy-ecs)<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/bevy-ecs"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/bevy-ecs/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.
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/bevy-ecs"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/bevy-ecs.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- Socket pass
- Snyk pass
- NVIDIA SkillSpector pass
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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00100 | $0.01981 |
| Opus 5 | $0.00050 | $0.00991 |
| Sonnet 5 | $0.00020 | $0.00396 |
| Haiku 4.5 | $0.00010 | $0.00198 |
Grade A, and why
bevy-ecs 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 13d 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.
How it starts
The opening of the file, as written. The whole thing — 204 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Bevy ECS
Structure a Bevy game in Rust around the Entity Component System: the App and
plugins, components and resources, systems with queries, scheduling, and
frame-rate-independent updates. New examples target Bevy 0.19. If the project
already pins another release, keep that release and use its matching migration guide.
When to use
- Use when wiring a Bevy
App, definingComponent/Resourcetypes, writing systems that query entities, ordering/filtering systems, or fixing borrow-conflict panics and frame-dependent movement. - Use when
Cargo.tomldepends onbevyand code callsApp::new(),add_systems,Query, orCommands.
When not to use: this is the ECS core. Deep rendering, custom shaders/
pipelines, UI layout, and audio are separate concerns. For engine-agnostic AI or
procedural algorithms, pair with game-ai / procedural-gen.
Core workflow
- Detect and pin the version. Read
Cargo.tomlandCargo.lockfirst. For a new project usebevy = "0.19"; never silently migrate an existing project across a Bevy minor release. Treat the matching docs and migration guides as truth. - Build the
App.App::new().add_plugins(DefaultPlugins)gives windowing, input, rendering, time, etc. Register systems into schedules:Startup(once) andUpdate(every frame). - Model data as components, globals as resources.
#[derive(Component)]for per-entity data;#[derive(Resource)]for one-of-a-kind data (score, settings, theTimeclock). In 0.19ResourceextendsComponent, so do not derive both. - Write systems as plain functions. Parameters declare data access:
Query<...>for entities,Res<T>/ResMut<T>for resources,Commandsfor deferred spawn/despawn. Systems run in parallel when their accesses don't conflict. - Drive motion by
time.delta_secs()so speed is frame-rate independent. - Order only what must be ordered with
.chain()or explicit constraints; gate systems withrun_if. Group related setup intoPlugins. Build withcargo runand read the panics — Bevy reports conflicting queries at startup.
What ships with it
1 file 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.
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.
- 13d ago First seen · 204 lines · 100 tokens per session scan A 2dd313c81fb1
bevy-ecs is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (952 stars, last pushed 2d ago), licensed Apache-2.0. It adds 100 tokens to every session and 1,981 once invoked, about $0.0005 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 2026-08-30.
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