@hashgraph-online/rust-bevy-procedural-world-builder
ABuild 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.
Install
agr install @hashgraph-online/rust-bevy-procedural-world-builder --target claudeWrites 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
- Represent the world as data before spawning sprites or entities.
- Make randomness explicit with seeds and generation parameters.
- Validate constraints such as bounds, reachability, spawn safety, and resource placement.
- Spawn Bevy entities from generated data in batches or chunks.
- Keep background generation isolated from Bevy world mutation.
- Profile generation and rendering separately before optimizing.
Read Next
| Task | Load |
|---|---|
| Add generated rooms, terrain, or bases | guidelines.md, workflows/build-procedural-world.md |
| Review generation data structures | references/procedural-world-patterns.md |
| Move expensive generation off the main thread | references/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