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@hashgraph-online/rust-bevy-procedural-world-builder

A

Build and review Bevy procedural world generation with grid resources, deterministic seeds, reachability checks, chunk or room spawning, background generation boundaries, and gameplay-safe entity materialization. Use when creating tile maps, dungeon-like spaces, mining bases, or generated levels in Rust Bevy games.

skillclaude

Install

agr install @hashgraph-online/rust-bevy-procedural-world-builder --target claude

Writes 2 files into .claude/skills/, pinned to git-db800ed8.

  • .claude/skills/rust-bevy-procedural-world-builder/SKILL.md
  • .claude/skills/rust-bevy-procedural-world-builder/guidelines.md

Document


name: rust-bevy-procedural-world-builder description: Build and review Bevy procedural world generation with grid resources, deterministic seeds, reachability checks, chunk or room spawning, background generation boundaries, and gameplay-safe entity materialization. Use when creating tile maps, dungeon-like spaces, mining bases, or generated levels in Rust Bevy games. license: MIT compatibility: Codex, Claude Code, and other Agent Skills-compatible clients. metadata: version: "0.1.0" displayName: Rust Bevy Procedural World Builder category: Rust tags: rust,bevy,gamedev,procedural-generation,world-building

Rust Bevy Procedural World Builder

Use this skill to turn procedural generation into a testable data pipeline: generate data first, validate it, then materialize entities safely in Bevy.

Core Workflow

  1. Represent the world as data before spawning sprites or entities.
  2. Make randomness explicit with seeds and generation parameters.
  3. Validate constraints such as bounds, reachability, spawn safety, and resource placement.
  4. Spawn Bevy entities from generated data in batches or chunks.
  5. Keep background generation isolated from Bevy world mutation.
  6. Profile generation and rendering separately before optimizing.

Read Next

TaskLoad
Add generated rooms, terrain, or basesguidelines.md, workflows/build-procedural-world.md
Review generation data structuresreferences/procedural-world-patterns.md
Move expensive generation off the main threadreferences/procedural-world-patterns.md

Source Notes

Guidance is transformed and paraphrased from Herbert Wolverson, Advanced Hands-On Rust, especially Chapters 10 through 13 on building and optimizing a generated Mars-base game. Examples are original skeletons.

Trustgrade A

  • passBody integrity

    Whether the stored document is plausibly the kind of file the artifact declares, rather than something fetched by mistake.

  • passType matchnot applicable to this artifact type

    Whether the artifact is really the kind of thing its metadata claims it is.

  • passFreshness

    How long since the source repository was last pushed to.

  • passPrompt injection

    Scans the artifact's own text for instructions aimed at your agent rather than at you.

  • passLicense

    Whether the source repository declares an SPDX license permissive enough to redistribute.

How the grade is calculated

Each check contributes 0 points when it passes, 1 when it warns, and 2 when it fails. The total maps to a letter:

  • Aevery check passed
  • Bone warning
  • Ctwo warnings
  • Dprompt injection or body integrity failed, or three warnings
  • Fone of those failed, and something else is wrong

These are automated hygiene checks, not a security audit, and not a dependency or vulnerability scan. A grade of A means nothing was flagged — not that the artifact is safe.

Versions

  • git-db800ed8400b2026-07-31