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Get Started Free →Design and review Bevy 2D collision broadphase systems with AABB bounds, spatial indexes, typed collision events, and benchmark-driven test beds. Use when replacing O(n^2) collision checks, adding spatial partitioning, diagnosing Bevy collision performance, or separating broadphase, narrowphase, and response systems in Rust games.
.claude/skills/hashgraph-online-rust-bevy-collision-broadphase/SKILL.md| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-08 | ✗→✓ | ▲ Improved | 83% | 0% |
| case-14 | ✗→✓ | ▲ Improved | -32% | 0% |
| case-17 | ✗→✓ | ▲ Improved | -61% | 0% |
| case-18 | ✓→✓ | = Same ✓ | -26% | 0% |
| case-02 | ✓→✓ | = Same ✓ | -27% | 0% |
Use this skill to make Bevy collision detection scale without mixing detection, response, rendering, and gameplay rules into one system.
rules.
counts, spatial hash for uniform worlds, quad tree for clustered worlds.
deterministic ordering.
| Task | Load | |------|------| | Pick or review a broadphase | guidelines.md, references/broadphase-patterns.md | | Optimize an existing collision system | workflows/optimize-collision.md | | Route a specific symptom | guidelines.md |
Guidance is transformed and paraphrased from Herbert Wolverson, Advanced Hands-On Rust, especially Chapter 8 on obstacles and collision detection and Chapter 12 on optimization. The examples are original skeletons intended to preserve the transferable technique, not the book's project code.
Other measured skills in the registry, with their headline benchmark lift.