Individual skill

rust-bevy-collision-broadphase

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.

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# Rust Bevy Collision Broadphase

Use this skill to make Bevy collision detection scale without mixing detection,
response, rendering, and gameplay rules into one system.

## Core Workflow

1. Identify the collision shapes, movement model, entity counts, and layers.
2. Keep collider data small and independent from sprites, textures, and game
   rules.
3. Choose the cheapest broadphase that fits the scene: brute force for tiny
   counts, spatial hash for uniform worlds, quad tree for clustered worlds.
4. Emit candidate or collision events; let separate systems decide response.
5. Test edge contacts, fast movement, layer filters, despawn cases, and