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Get Started Free →Design and review Bevy fixed-step 2D physics loops with velocity components, deterministic movement, collision prediction, interpolation, impulses, and tweened presentation. Use when movement depends on frame rate, collision misses appear at high speed, physics and animation are tangled, or Bevy gameplay needs stable simulation steps.
.claude/skills/hashgraph-online-rust-bevy-fixed-step-physics/SKILL.md| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-16 | ✗→✓ | ▲ Improved | 2% | 0% |
| case-22 | ✗→✓ | ▲ Improved | -25% | 0% |
| case-01 | ✓→✓ | = Same ✓ | 5% | 0% |
| case-03 | ✓→✓ | = Same ✓ | -21% | 0% |
| case-04 | ✓→✓ | = Same ✓ | -28% | 0% |
Use this skill to separate deterministic simulation from frame-rate-dependent presentation in Bevy games.
| 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 |
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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