When to use
Load this when a level, loot table, or map should be reproducible from a seed, and you need the ECS shape. Spawning the finished layout uses Commands on Startup or a later schedule you already use. Saving the seed belongs on bevy-save-load.
ECS shape
- Components: cell facts you define, spawned with
Commands. - Resources: one
RunSeedfor the whole run. The generator reads it; it does not invent a Bevy RNG type.rand0.9 suppliesStdRng. - Systems: insert the seed on
Startup, then spawn from that data..chain()so the spawn system sees the seed. - Schedule:
Startupfor a one-shot map. A streaming map is a laterUpdatesystem that still reads the same seed.
[dependencies]
bevy = "0.20"
rand = "0.9"
The seed is a resource. The walk is plain data. Entities are spawned only after the seed exists.
use rand::rngs::StdRng;
use rand::{Rng, SeedableRng};
#[derive(Resource)]
struct RunSeed(u64);
#[derive(Component, Clone, Copy)]
struct FloorCell {
x: i32,
y: i32,
}
fn insert_seed(mut commands: Commands) {
commands.insert_resource(RunSeed(42));
}
fn spawn_walk(mut commands: Commands, seed: Res<RunSeed>) {
let mut rng = StdRng::seed_from_u64(seed.0);
let mut x = 0;
let mut y = 0;
for _ in 0..24 {
commands.spawn((
FloorCell { x, y },
Transform::from_xyz(x as f32, y as f32, 0.0),
));
match rng.random_range(0..4) {
0 => x += 1,
1 => x -= 1,
2 => y += 1,
_ => y -= 1,
}
}
}
pub struct DungeonPlugin;
impl Plugin for DungeonPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Startup, (insert_seed, spawn_walk).chain());
}
}
Height samples stay in a resource. The same seed always rebuilds the same grid. Sampling happens once, not every frame.
#[derive(Resource)]
struct HeightGrid {
width: i32,
samples: Vec<f32>,
}
#[derive(Resource)]
struct RunSeed(u64);
fn hash_unit(x: i32, y: i32, seed: u64) -> f32 {
let mut n = seed
.wrapping_mul(0x9E37_79B9_7F4A_7C15)
^ (x as u64).wrapping_mul(0xBF58_476D_1CE4_E5B9)
^ (y as u64).wrapping_mul(0x94D0_49BB_1331_11EB);
n = (n ^ (n >> 30)).wrapping_mul(0xBF58_476D_1CE4_E5B9);
n = (n ^ (n >> 27)).wrapping_mul(0x94D0_49BB_1331_11EB);
n ^= n >> 31;
(n >> 40) as f32 / (1u32 << 24) as f32
}
fn build_heights(mut commands: Commands, seed: Res<RunSeed>) {
let width = 16;
let mut samples = Vec::with_capacity((width * width) as usize);
for y in 0..width {
for x in 0..width {
samples.push(hash_unit(x, y, seed.0));
}
}
commands.insert_resource(HeightGrid { width, samples });
}
Rooms are rectangles carved into a grid you own. Spawn markers only for floor cells.
struct Room {
x: i32,
y: i32,
w: i32,
h: i32,
}
fn carve(width: i32, rooms: &[Room]) -> Vec<bool> {
let mut floor = vec![false; (width * width) as usize];
for room in rooms {
for y in room.y..room.y + room.h {
for x in room.x..room.x + room.w {
if (0..width).contains(&x) && (0..width).contains(&y) {
floor[(y * width + x) as usize] = true;
}
}
}
}
floor
}
#[derive(Component, Clone, Copy)]
struct FloorCell {
x: i32,
y: i32,
}
fn spawn_rooms(mut commands: Commands) {
let rooms = [
Room { x: 1, y: 1, w: 4, h: 3 },
Room { x: 8, y: 6, w: 5, h: 4 },
];
let width = 16;
for (i, open) in carve(width, &rooms).into_iter().enumerate() {
if open {
let x = (i as i32) % width;
let y = (i as i32) / width;
commands.spawn(FloorCell { x, y });
}
}
}
Choose the owner
| Need | Owner |
|---|---|
| Seeded run | A Resource holding a seed you define |
| Chunk or dungeon grid | Your components, spawned with Commands |
| Hash, rooms, or walk | Your functions over a RunSeed. rand::rngs::StdRng is the seeded generator. |
| Floor cells | Entities spawned from the grid. Tilemaps belong on the tile skill. |
| Nav bake after generation | Nav bake after generation belongs on bevy-navigation. |
Scope
- Seeded walks and room carves above use
rand0.9 and your own grid. Bevy does not ship a dungeon solver. - Build the grid on the main schedule, then spawn.
Commandsstay on the system that runs there. - Navigation rebake after a generated map belongs on bevy-navigation.
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 value that is not a component |
| 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 outside the documented set | Check the official docs first | A made-up crate or API |
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 Godot noise, tile, or thread-pool types. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
-
No invented noise, wave-function, or chunk APIs. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
-
No named third-party generation crate as the chosen tool. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
Reference
The library pin on bevy-master stays 0.20.0.
Official Documentation
- Assets - Official asset catalog.
- 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.
- bevy-navigation - No bake after a generated map.
- godot-procedural-generation - Equivalent Godot skill.
Downstream / consumers
- None yet.
Master
- bevy-master - Bevy router.