Bevy Racing (thin router)
Genre router. Domain work lives in the Bevy skills below.
When to use
Load this for laps, splits, and vehicle motion you own.
ECS shape
- Components hold the genre's per-entity flags as plain data. This file does not name new engine types.
- Resources hold run-wide counters (score, wave index, seed) via bevy-data-resources.
- Systems read those components on
Updateor the fixed timestep from bevy-master. Order them with.chain()when a later system must see the result. - Schedule: gameplay mode changes go through bevy-state-machines. Do not invent a genre plugin.
Routing
- bevy-game-loop-time-trial - Splits.
- bevy-character-movement - Stand-in motion until a vehicle solver exists.
- bevy-3d-world-building - Track.
Scope
Lap index, gate order, and a kinematic vehicle are components. A rigid-body vehicle solver stays on the physics skill once one is chosen.
Examples
[package]
name = "racing"
version = "0.1.0"
edition = "2021"
[dependencies]
bevy = "0.20"
Gates are entities. The racer stores the next gate index and the lap count. Crossing the last gate increments the lap and records the clock.
#[derive(Component)]
struct Racer {
lap: u32,
next_gate: u32,
gate_count: u32,
}
#[derive(Component)]
struct Gate {
index: u32,
}
#[derive(Resource)]
struct RaceClock {
elapsed: f32,
best_lap: f32,
lap_start: f32,
}
fn tick_clock(time: Res<Time<Fixed>>, mut clock: ResMut<RaceClock>) {
clock.elapsed += time.delta_secs();
}
fn cross_gates(
mut racers: Query<(&Transform, &mut Racer)>,
gates: Query<(&Transform, &Gate)>,
mut clock: ResMut<RaceClock>,
) {
for (transform, mut racer) in &mut racers {
for (gate_tf, gate) in &gates {
if gate.index != racer.next_gate {
continue;
}
if transform.translation.distance(gate_tf.translation) > 6.0 {
continue;
}
let last = racer.gate_count.saturating_sub(1);
if gate.index == last {
let lap_time = clock.elapsed - clock.lap_start;
if racer.lap == 0 || lap_time < clock.best_lap {
clock.best_lap = lap_time;
}
clock.lap_start = clock.elapsed;
racer.lap += 1;
racer.next_gate = 0;
} else {
racer.next_gate += 1;
}
}
}
}
pub struct RacePlugin;
impl Plugin for RacePlugin {
fn build(&self, app: &mut App) {
app.insert_resource(RaceClock {
elapsed: 0.0,
best_lap: f32::MAX,
lap_start: 0.0,
})
.add_systems(FixedUpdate, (tick_clock, cross_gates).chain());
}
}
Heading and speed live on the vehicle. Input changes them; one system writes Transform.
#[derive(Component)]
struct Vehicle {
speed: f32,
heading: f32,
}
fn drive(
time: Res<Time<Fixed>>,
keys: Res<ButtonInput<KeyCode>>,
mut vehicles: Query<(&mut Transform, &mut Vehicle)>,
) {
let dt = time.delta_secs();
for (mut transform, mut vehicle) in &mut vehicles {
if keys.pressed(KeyCode::KeyA) {
vehicle.heading += dt * 1.5;
}
if keys.pressed(KeyCode::KeyD) {
vehicle.heading -= dt * 1.5;
}
if keys.pressed(KeyCode::KeyW) {
vehicle.speed = (vehicle.speed + dt * 12.0).min(40.0);
} else {
vehicle.speed = (vehicle.speed - dt * 8.0).max(0.0);
}
let forward = Vec3::new(vehicle.heading.sin(), 0.0, vehicle.heading.cos());
transform.translation += forward * vehicle.speed * dt;
}
}
Startup places the car and three gates along Z.
#[derive(Component)]
struct Racer {
lap: u32,
next_gate: u32,
gate_count: u32,
}
#[derive(Component)]
struct Gate {
index: u32,
}
#[derive(Component)]
struct Vehicle {
speed: f32,
heading: f32,
}
fn spawn_track(mut commands: Commands) {
commands.spawn((
Racer {
lap: 0,
next_gate: 0,
gate_count: 3,
},
Vehicle {
speed: 0.0,
heading: 0.0,
},
Transform::from_xyz(0.0, 0.0, 0.0),
));
for index in 0..3 {
commands.spawn((
Gate { index },
Transform::from_xyz(0.0, 0.0, 20.0 + index as f32 * 30.0),
));
}
}
Expert Knowledge Delta
Target: Bevy 0.20+.
Core ECS types: Component, Resource, Query, Commands, Startup, Update, Fixed / FixedMain (bevy::time), .chain(), Plugin, DefaultPlugins, MinimalPlugins. Messages and observers are an ownership slot. See bevy-events-messaging for their 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 scene-tree 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 |
| Lap and split timing | Racer plus a RaceClock resource stepped on FixedUpdate |
A lap type invented as an engine singleton |
Load references/ecs-ownership.md for the ownership table.
NEVER
-
Do not pin
/0.20.0/in docs URLs. WHY: links stay onlatest; the 0.20 target is stated once in prose. -
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: this skill only names documented Bevy crates and modules.
-
No scene-tree types in Bevy code. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
-
No invented genre APIs. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
-
Do not pick a physics or net crate here. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
Reference
The library pin on bevy-master stays 0.20.0. Official links stay on the unversioned learn pages.
Official Documentation
- Assets - Official asset catalog. No third-party crate was selected.
- Examples - Example tree on the
latestbranch. - ECS -
Component, systems,Query,Startup,Update, and.chain(). - Plugins -
Plugin,DefaultPlugins,MinimalPlugins, andadd_plugins.
Related Skills
Prerequisites
- bevy-master - ECS ownership and schedules.
- bevy-ecs-composition - Spawn and query shape.
Complements
- bevy-game-loop-time-trial - Splits.
- bevy-character-movement - Stand-in motion until a vehicle solver exists.
- bevy-3d-world-building - Track.
Downstream / consumers
- None. This router does not own a second implementation.
Master
- bevy-master - Bevy router.
