Bevy procedural generation (docs-first stub)
Not a full port. Seeded layout is your data and systems. No noise crate, tile API, or worker-pool API was opened.
When to use
Load this when a level, loot table, or map should be reproducible from a seed, and you need the ECS shape plus the gap list. Spawning the finished layout uses Commands on Startup or a later schedule you already use. Saving the seed is a bevy-save-load concern, and that skill still has no save format.
ECS shape
- Components: cell, room, or prop facts you define. The ECS page shows plain
Componentstructs andcommands.spawn. - Resources: one seed and a generator state you own as a
Resource(see bevy-data-resources). Do not invent a Bevy RNG type. - Systems: fill the resource on
Startup, then spawn entities from that data. Use.chain()so spawn sees the finished grid. - Schedule:
Startupfor a one-shot map. A streaming map is a later system onUpdate. No background-thread API was opened, so generation in this stub stays on the main schedules.
Godot idea to Bevy idiom
| Idea | Bevy idiom (idea only) |
|---|---|
| Seeded run | A Resource holding a seed you define |
| Chunk or dungeon grid | Your components, spawned with Commands |
| Noise, BSP, walk, collapse | Algorithm names from the Godot skill are ideas only. No Bevy function was opened |
| Tile write | No tile API here. Wait for a later tile skill |
| Nav bake after generation | Gap on bevy-navigation |
Gaps
- No noise, RNG, or constraint-solver module was opened on docs.rs
bevylatest. - Worker threads and off-main-thread spawn were not opened. Do not invent a pool type.
- The assets catalog was not used to pick a generation plugin.
- Large-grid batching and navigation rebake are unverified.
Expert Knowledge Delta
Library target in prose: Bevy 0.20.0. Lattice URLs stay unversioned.
Opened canon only: Component, Resource, Query, Commands, Startup, Update, Fixed / FixedMain (bevy::time), .chain(), Plugin, DefaultPlugins, MinimalPlugins. Messages and observers are an ownership slot. This file does not invent their struct 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 Godot node 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 |
| An API this skill did not open | A Gaps row | A fabricated crate (solver, navmesh module, net, XR) |
Load references/a-gate-notes.md for the same table plus the gap rule.
NEVER
-
Do not put
/0.20.0/in lattice URLs. WHY: permalinks stay onlatest. The 0.20.0 pin belongs in prose once. -
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: those rows are gaps, blocked, or revisit.
-
No Godot noise, tile, or thread-pool types. WHY: a Godot port, an unopened API, or a public lie fails the docs-first bar.
-
No invented noise, wave-function, or chunk APIs. WHY: a Godot port, an unopened API, or a public lie fails the docs-first bar.
-
No named third-party generation crate as the chosen tool. WHY: a Godot port, an unopened API, or a public lie fails the docs-first bar.
-
No Creation Station content. WHY: a Godot port, an unopened API, or a public lie fails the docs-first bar.
-
No umbrella skill over Godot and Bevy. WHY: a Godot port, an unopened API, or a public lie fails the docs-first bar.
-
Do not mark this row
ported. It isdocs_mapped. WHY: a Godot port, an unopened API, or a public lie fails the docs-first bar.
Reference
docs.rs links use the unversioned latest permalink. The library pin on bevy-master stays 0.20.0.
Official Documentation
- Migration guides - Unversioned hop index.
- bevy crate - Unversioned API index. No procedural module was opened.
- Assets - Official asset catalog. No generation plugin was selected.
- Examples - Example tree on the
latestbranch. - ECS -
Component,Commands,Startup, and.chain(). - Resources - App-wide seed state. API limits are on bevy-data-resources.
Related Skills
Prerequisites
- bevy-master - ECS ownership.
- bevy-data-resources -
ResourceversusComponent. - bevy-ecs-composition - Spawn tuples and
.chain().
Complements
- bevy-asset-scenes - Spawn a scene asset. Not a generator.
- bevy-save-load - Seed persistence is still a format gap.
- bevy-navigation - No bake after a generated map.
- godot-procedural-generation - Godot counterpart. Source idea only.
Downstream / consumers
- None yet.
Master
- bevy-master - Bevy router.


