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rust-bevy-fixed-step-physics

Design and review Bevy fixed-step 2D physics loops with velocity components, deterministic movement, collision prediction, interpolation, impulses, …

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技能内容

Rust Bevy Fixed Step Physics

Use this skill to separate deterministic simulation from frame-rate-dependent

presentation in Bevy games.

Core Workflow

  1. Identify which movement must be deterministic and collision-safe.
  2. Sample input in update systems, then apply movement in fixed-step systems.
  3. Store velocity, acceleration, and intent explicitly in components/resources.
  4. Predict or sweep movement before committing positions.
  5. Emit physics/collision events; keep animation and particles as presentation.
  6. Interpolate or tween visuals when fixed simulation looks choppy.

Read Next

| Task | Load |

|------|------|

| Fix frame-rate-dependent movement | guidelines.md, workflows/stabilize-physics.md |

| Add fixed movement and collision prediction | references/fixed-step-patterns.md |

| Separate animation from physics | references/fixed-step-patterns.md |

Source Notes

Guidance is transformed and paraphrased from Herbert Wolverson,

Advanced Hands-On Rust, especially Chapters 7 through 9 on movement,

collision, and smoothing. Examples are original skeletons.

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