AI agent skill · by @thedivergentai
Bevy Procedural Generation
Docs-first stub for Bevy procedural generation. Godot counterpart: godot-procedural-generation. Not a full port. Keywords: Bevy, procedural, seed, dungeon, terrain, ECS, gaps.
Archived 2026-10-23 · Source updated 2026-10-11 · License: LGPL-3.0. Check the original repository for the latest version.
SKILL.md instructions
# Bevy procedural generation (docs-first stub) Not a full port. Seeded layout is your data and systems. No noise crate, tile API, or worker-pool API was opened. ## When to use Load this when a level, loot table, or map should be reproducible from a seed, and you need the ECS shape plus the gap list. Spawning the finished layout uses `Commands` on `Startup` or a later schedule you already use. Saving the seed is a bevy-save-load concern, and that skill still has no save format. ## ECS shape - **Components:** cell, room, or prop facts you define. The ECS page shows plain `Component` structs and `commands.spawn`. - **Resources:** one seed and a generator state you own as a `Resource` (see bevy-data-resources). Do not invent a Bevy RNG type. - **Systems:** fill the resource on `Startup`, then spawn entities from that data. Use `.chain()` so spawn sees the finished grid. - **Schedule:** `Startup` for a one-shot map. A streaming map is a later system on `Update`. No background-thread API was opened, so generation in this stub stays on the main schedules. ## Godot idea to Bevy idiom | Idea | Bevy idiom (idea only) | | --- | --- | | Seeded run | A `Resource` holding a seed you define | | Chunk or dungeon grid | Your components, spawned with `Commands` | | Noise, BSP, walk, collapse | Algorithm names from the Godot skill are ideas only. No Bevy function was opened | | Tile write | No tile API here. Wait for a later tile skill | | Nav bake after generation | Gap on bevy-navigation | ## Gaps - No noise, RNG, or constraint-solver module was opened on docs.rs `bevy` `latest`. - Worker threads and off-main-thread spawn were not opened. Do not invent a pool type. - The assets catalog was not used to pick a generation plugin. - Large-grid batching and navigation rebake are unverified. ## Expert Knowledge Delta Library target in prose: **Bevy 0.20.0**. Lattice URLs stay unversioned. Opened canon only: `Component`, `Resource`, `Query`, `Commands`, `Startup`, `Update`, `Fixed` / `FixedMain` (`bevy::time`), `.chain()`, `Plugin`, `DefaultPlugins`, `MinimalPlugins`. Messages and observers are an ownership slot. This file does not invent their struct 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 Godot node 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 | | An API this skill did not open | A Gaps row | A fabricated crate (solver, navmesh module, net, XR) | Load `references/a-gate-notes.md` for the same table plus the gap rule. ## NEVER - Do not put `/0.20.0/` in lattice URLs. WHY: permalinks stay on `latest`. The 0.20.0 pin belongs in prose once. - 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: those rows are gaps, blocked, or revisit. - No Godot noise, tile, or thread-pool types. WHY: a Godot port, an unopened API, or a public lie fails the docs-first bar. - No invented noise, wave-function, or chunk APIs. WHY: a Godot port, an unopened API, or a public lie fails the docs-first bar. - No named third-party generation crate as the chosen tool. WHY: a Godot port, an unopened API, or a public lie fails the docs-first bar. - No Creation Station content. WHY: a Godot port, an unopened API, or a public lie fails the docs-first bar. - No umbrella skill over Godot and Bevy. WHY: a Godot port, an unopened API, or a public lie fails the docs-first bar. - Do not mark this row `ported`. It is `docs_mapped`. WHY: a Godot port, an unopened API, or a public lie fails the docs-first bar. ## Reference docs.rs links use the unversioned `latest` permalink. The library pin on bevy-master stays **0.20.0**. ### Official Documentation - [Migration guides](https://bevy.org/learn/migration-guides/introduction/) - Unversioned hop index. - [bevy crate](https://docs.rs/bevy/latest/bevy/) - Unversioned API index. No procedural module was opened. - [Assets](https://bevy.org/assets/) - Official asset catalog. No generation plugin 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`, `Commands`, `Startup`, and `.chain()`. - [Resources](https://bevy.org/learn/quick-start/getting-started/resources/) - App-wide seed state. API limits are on bevy-data-resources. ### Related Skills #### Prerequisites - [bevy-master](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/bevy-master/SKILL.md) - ECS ownership. - [bevy-data-resources](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/bevy-data-resources/SKILL.md) - `Resource` versus `Component`. - [bevy-ecs-composition](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/bevy-ecs-composition/SKILL.md) - Spawn tuples and `.chain()`. #### Complements - [bevy-asset-scenes](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/bevy-asset-scenes/SKILL.md) - Spawn a scene asset. Not a generator. - [bevy-save-load](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/bevy-save-load/SKILL.md) - Seed persistence is still a format gap. - [bevy-navigation](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/bevy-navigation/SKILL.md) - No bake after a generated map. - [godot-procedural-generation](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-procedural-generation/SKILL.md) - Godot counterpart. Source idea only. #### Downstream / consumers - None yet. #### Master - [bevy-master](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/bevy-master/SKILL.md) - Bevy router.