---
name: hashgraph-online/rust-bevy-fixed-step-physics
source: https://app.decimal.ai/s/hashgraph-online-rust-bevy-fixed-step-physics@1/SKILL.md
source_sha256: eb70abd60391
---

# 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.