Route a Bevy 0.20 simulation. Use when hunger and jobs are components, the sim hour is one resource, and needs run after the clock step in one chain. Keywords: Bevy, Simulation, SimClock, Hunger, Job, FixedUpdate, chain, genre.
Installs into .claude/skills of the current project.
Are you the author of Bevy Genre Simulation?
Add the live security badge to your README. It updates with every re-scan.
[](https://www.skillsdirectory.com/skills/thedivergentai-bevy-genre-simulation)
---
name: bevy-genre-simulation
description: "Route a Bevy 0.20 simulation. Use when hunger and jobs are components, the sim hour is one resource, and needs run after the clock step in one chain. Keywords: Bevy, Simulation, SimClock, Hunger, Job, FixedUpdate, chain, genre."
---
# Bevy Simulation (thin router)
Genre router. Domain work lives in the Bevy skills below.
## When to use
Load this for agents, resources, and a clock you step.
## ECS shape
- **Components** hold the genre's per-entity flags as plain data. This file does not name new engine types.
- **Resources** hold run-wide counters (score, wave index, seed) via bevy-data-resources.
- **Systems** read those components on `Update` or the fixed timestep from bevy-master. Order them with `.chain()` when a later system must see the result.
- **Schedule:** gameplay mode changes go through bevy-state-machines. Do not invent a genre plugin.
## Routing
- [bevy-economy-system](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-economy-system/SKILL.md) - Stocks.
- [bevy-ai-navigation](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-ai-navigation/SKILL.md) - Agent policy.
- [bevy-data-resources](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-data-resources/SKILL.md) - Sim tables.
- [bevy-state-machines](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-state-machines/SKILL.md) - Pause.
## Scope
Needs, jobs, and the sim hour are components and one clock resource. Pause is a bool on that clock.
## Examples
```toml
[package]
name = "simulation"
version = "0.1.0"
edition = "2021"
[dependencies]
bevy = "0.20"
```
The clock is the only writer of sim hours. Hunger and food change in the next system so they see the same pause flag.
```rust
#[derive(Resource)]
struct SimClock {
hour: f32,
paused: bool,
}
#[derive(Component)]
struct Hunger {
value: f32,
}
#[derive(Component)]
struct Pantry {
food: f32,
}
fn advance_clock(time: Res<Time<Fixed>>, mut clock: ResMut<SimClock>) {
if clock.paused {
return;
}
clock.hour = (clock.hour + time.delta_secs()).rem_euclid(24.0);
}
fn eat(time: Res<Time<Fixed>>, clock: Res<SimClock>, mut agents: Query<(&mut Hunger, &mut Pantry)>) {
if clock.paused {
return;
}
let dt = time.delta_secs();
for (mut hunger, mut pantry) in &mut agents {
hunger.value = (hunger.value + dt * 0.15).min(1.0);
if hunger.value > 0.5 && pantry.food > 0.0 {
let bite = (dt * 0.4).min(pantry.food);
pantry.food -= bite;
hunger.value = (hunger.value - bite).max(0.0);
}
}
}
fn toggle_pause(keys: Res<ButtonInput<KeyCode>>, mut clock: ResMut<SimClock>) {
if keys.just_pressed(KeyCode::Space) {
clock.paused = !clock.paused;
}
}
pub struct SimPlugin;
impl Plugin for SimPlugin {
fn build(&self, app: &mut App) {
app.insert_resource(SimClock {
hour: 8.0,
paused: false,
})
.add_systems(FixedUpdate, (toggle_pause, advance_clock, eat).chain());
}
}
```
A job is a target stock on the agent. Work transfers from a shared depot resource into that stock.
```rust
#[derive(Component)]
struct Job {
rate: f32,
held: f32,
capacity: f32,
}
#[derive(Resource)]
struct Depot {
timber: f32,
}
fn work(time: Res<Time<Fixed>>, clock: Res<SimClock>, mut depot: ResMut<Depot>, mut workers: Query<&mut Job>) {
if clock.paused {
return;
}
let dt = time.delta_secs();
for mut job in &mut workers {
if job.held >= job.capacity || depot.timber <= 0.0 {
continue;
}
let moved = (job.rate * dt).min(depot.timber).min(job.capacity - job.held);
depot.timber -= moved;
job.held += moved;
}
}
#[derive(Resource)]
struct SimClock {
hour: f32,
paused: bool,
}
```
Startup inserts the clock, the depot, and two agents.
```rust
#[derive(Component)]
struct Hunger {
value: f32,
}
#[derive(Component)]
struct Pantry {
food: f32,
}
#[derive(Component)]
struct Job {
rate: f32,
held: f32,
capacity: f32,
}
#[derive(Resource)]
struct Depot {
timber: f32,
}
#[derive(Resource)]
struct SimClock {
hour: f32,
paused: bool,
}
fn spawn_town(mut commands: Commands) {
commands.insert_resource(SimClock {
hour: 8.0,
paused: false,
});
commands.insert_resource(Depot { timber: 40.0 });
for index in 0..2 {
commands.spawn((
Hunger { value: 0.2 },
Pantry { food: 3.0 + index as f32 },
Job {
rate: 1.5,
held: 0.0,
capacity: 8.0,
},
));
}
}
```
## Expert Knowledge Delta
Target: **Bevy 0.20+**.
Core ECS types: `Component`, `Resource`, `Query`, `Commands`, `Startup`, `Update`, `Fixed` / `FixedMain` (`bevy::time`), `.chain()`, `Plugin`, `DefaultPlugins`, `MinimalPlugins`. Messages and observers are an ownership slot. See `bevy-events-messaging` for their APIs. Systems run in parallel unless `.chain()` orders the ones that conflict.
### Who owns state
| Piece | Owner | Who may mutate | Schedule |
| --- | --- | --- | --- |
| Data on one entity | `Component` | One system via `Query` | `Update` or `FixedMain` |
| One value for the whole app | `Resource` | One system | `Startup` to insert, then the schedule that reads it |
| Spawn | `Commands` | The spawning system | `Startup` for the initial world; later schedules for runtime spawn |
| Order that must not race | `.chain()` | The chained systems only | Same schedule |
| Plugin boundary | `Plugin` | `build` registers systems and resources | Before the app runs |
Borrow rule: two systems that both mutably query the same component must be ordered (`.chain()`) or split so only one writes. Unrelated systems stay parallel. That is the ECS page rule, not a guess at a system-set API.
### Decision
| If you need | Do this | Do not |
| --- | --- | --- |
| Per-entity data | `Component` + `Query` | A scene-tree script |
| App-wide config or clock | `Resource` | Copy the value onto every entity |
| Stable simulation step | `FixedMain` and the `Fixed` clock | Tie simulation to raw frame `Update` |
| Startup spawn | `Commands` in `Startup` | Spawn from a render system |
| Cross-system notice that is not shared state | Message or observer slot in `bevy-events-messaging` | A new event type invented in this file |
| A stepped sim hour | `SimClock` on `FixedUpdate`, with needs on the agent | Copy the hour onto every entity each frame |
Load [references/ecs-ownership.md](references/ecs-ownership.md) for the ownership table.
## NEVER
- Do not pin `/0.20.0/` in docs URLs. WHY: links stay on `latest`; the 0.20 target is stated once in prose.
- Do not mutably query the same component from two unordered systems. WHY: the schedule runs systems in parallel unless `.chain()` orders them.
- Do not invent a physics, navigation, networking, or XR crate here. WHY: this skill only names documented Bevy crates and modules.
- No scene-tree types in Bevy code. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
- No invented genre APIs. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
- Do not pick a physics or net crate here. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
## Reference
The library pin on bevy-master stays **0.20.0**. Official links stay on the unversioned learn pages.
### Official Documentation
- [Assets](https://bevy.org/assets/) - Official asset catalog. No third-party crate was selected.
- [Examples](https://github.com/bevyengine/bevy/tree/latest/examples#examples) - Example tree on the `latest` branch.
- [ECS](https://bevy.org/learn/quick-start/getting-started/ecs/) - `Component`, systems, `Query`, `Startup`, `Update`, and `.chain()`.
- [Plugins](https://bevy.org/learn/quick-start/getting-started/plugins/) - `Plugin`, `DefaultPlugins`, `MinimalPlugins`, and `add_plugins`.
### Related Skills
#### Prerequisites
- [bevy-master](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-master/SKILL.md) - ECS ownership and schedules.
- [bevy-ecs-composition](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-ecs-composition/SKILL.md) - Spawn and query shape.
#### Complements
- [bevy-economy-system](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-economy-system/SKILL.md) - Stocks.
- [bevy-ai-navigation](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-ai-navigation/SKILL.md) - Agent policy.
- [bevy-data-resources](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-data-resources/SKILL.md) - Sim tables.
- [bevy-state-machines](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-state-machines/SKILL.md) - Pause.
#### Downstream / consumers
- None. This router does not own a second implementation.
#### Master
- [bevy-master](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-master/SKILL.md) - Bevy router.