bevy-game-engine

bevy-game-engine is a skill for Claude Code, Codex from laurigates/claude-plugins. It costs 48 tokens per session (1,561 once invoked), scanned A, original, MIT.

A guide to building games with Bevy, a game engine written in Rust. It covers the engine's entity-component-system model, where game objects are assembled from data and handled by scheduled systems.

In plain words
What is it for?
Use it for Rust 2D or 3D games, including rendering, keyboard and controller input, game states, plugins, events, and loading or managing game assets.
Why use it?
It gives structure to common game-development tasks without requiring the developer to work out Bevy's project patterns from scratch.

Skill for Claude CodeCodex

Part of the bevy-plugin plugin — 2 skills shipped together

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.

agentmods
npx agentmods add skills/laurigates/claude-plugins/bevy-game-engine
Any agent
npx skills add laurigates/claude-plugins --skill bevy-game-engine
Clone the repo
git clone --depth 1 https://github.com/laurigates/claude-plugins

Made for: Claude Code, Codex.

Or install bevy-plugin, the plugin that ships this one along with the rest of its 2 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-game-engine

README.md
[![agentmods](https://agentmods.dev/badge/skills/laurigates/claude-plugins/bevy-game-engine.svg)](https://agentmods.dev/skills/laurigates/claude-plugins/bevy-game-engine)
Your own site
<a href="https://agentmods.dev/skills/laurigates/claude-plugins/bevy-game-engine"><img src="https://agentmods.dev/badge/skills/laurigates/claude-plugins/bevy-game-engine.svg" alt="Measured on agentmods" height="20"></a>
Per session 48 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,561 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00048 $0.01561
Opus 5 $0.00024 $0.00781
Sonnet 5 $0.00010 $0.00312
Haiku 4.5 $0.00005 $0.00156

Measured yesterday against content hash a3f6999128c6, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

bevy-game-engine 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 yesterday.

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.

bevy-plugin/skills/bevy-game-engine/SKILL.md · 175 lines

How it starts

The opening of the file, as written. The whole thing — 175 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Bevy Game Engine

Expert knowledge for developing games with Bevy, the data-driven game engine built in Rust with a focus on ergonomics, modularity, and performance.

When to Use This Skill

Use this skill when... Use bevy-ecs-patterns instead when...
Starting a new Bevy game project Optimizing ECS query performance or archetype layout
Learning or applying basic ECS concepts Implementing complex system scheduling or ordering
Handling input (keyboard, mouse, gamepad) Using change detection (Changed<T>, Added<T>)
Managing game states and transitions Working with ParamSet or parallel query iteration
Loading and managing assets Designing entity relationship hierarchies
Setting up plugins and app structure Debugging archetype fragmentation or storage strategies
Working with events and resources Implementing batch spawn or deferred operations

Core Expertise

Bevy Architecture

  • Entity Component System (ECS): Data-oriented design with entities, components, and systems
  • Plugin System: Modular game organization with reusable plugins
  • Schedules: System ordering and execution timing
  • Resources: Global singleton data accessible to systems
  • Events: Typed message passing between systems
  • States: Game state management and transitions

Rendering

  • 2D Rendering: Sprites, sprite sheets, text rendering, 2D cameras
  • 3D Rendering: PBR materials, meshes, lighting, shadows, cameras
  • UI: bevy_ui for in-game interfaces
  • Shaders: Custom WGSL shaders and render pipelines

Reference Files

The ECS core, project setup, and the command set below are everything a first pass needs. Follow one link when the task calls for it — nothing under references/ is loaded unless you open it.

Path you are on File Carries
Reading player input references/input.md ButtonInput keyboard/mouse polling, pressed vs just-pressed, cursor position, gamepad and rebinding pointers
Loading assets, or driving the state machine references/assets-and-states.md AssetServer handles and LoadState gating, States enum, OnEnter/OnExit/run_if(in_state), NextState timing
Decoupling two systems that must communicate references/events.md #[derive(Event)], EventWriter/EventReader, add_event registration, the two-frame buffer and ordering caveat
Laying out a growing game, or chasing frame time references/project-architecture.md Directory layout, plugin/marker-component organization, query-filter and profiling guidance, bundles and system sets

Read the full file on GitHub · 175 lines

Files

What ships with it

4 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. yesterday Changed a3f6999128c6
  2. 5d ago First seen · 175 lines · 48 tokens per session scan A 3aa60623b3cb

Subscribe to this mod's changes

bevy-game-engine is a skill published in the GitHub repository laurigates/claude-plugins (57 stars, last pushed yesterday), licensed MIT. It adds 48 tokens to every session and 1,561 once invoked, about $0.0002 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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