Install
$ agentstack add skill-chrisgliddon-bevy-skills-bevy-voxel-data ✓ scanned · ✓ verified — works with Claude Code, Cursor, and more.
Security review
✓ PassedNo issues found. Passed automated security review. · v0.1.0 How review works →
- ✓ Prompt-injection patterns
- ✓ Secret / credential exfiltration
- ✓ Dangerous shell & filesystem operations
- ✓ Untrusted network calls
- ✓ Known-malicious package signatures
What it can access
- ✓ Network access No
- ✓ Filesystem access No
- ✓ Shell / process execution No
- ✓ Environment & secrets No
- ✓ Dynamic code execution No
From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.
About
Bevy 0.18 — Voxel data (RON, palette, KTX2 atlas)
When to use this skill
- Defining a moddable block catalog in a text format authors can edit.
- Building a runtime palette keyed by
BlockId(u16/u32) for fast lookup during meshing. - Packing per-block textures into a single atlas so all chunks can share one material.
- Switching the atlas to KTX2 for GPU-friendly compressed delivery.
- Choosing a runtime chunk storage format (flat array, RLE, palette compression, hybrid).
- Optimising procedural world generation: extremity bound checking, noise upsampling, noise caching, cross-biome noise sharing.
- Surveying the Rust/Bevy voxel-crate ecosystem and its current gaps before reaching for a dependency.
Canonical end-to-end flow
1. Define blocks in RON (assets/blocks.ron):
(
blocks: [
( name: "air", visibility: Empty ),
( name: "grass", visibility: Opaque,
faces: ( top: "textures/grass_top.png",
bottom: "textures/dirt.png",
side: "textures/grass_side.png" ) ),
( name: "stone", visibility: Opaque,
faces: ( all: "textures/stone.png" ) ),
],
)
2. Core Rust types — BlockCatalog is a Bevy Asset; Palette is a Resource:
#[derive(Debug, Deserialize, Asset, TypePath)]
pub struct BlockCatalog { pub blocks: Vec }
#[derive(Resource, Default)]
pub struct Palette {
pub by_id: Vec, // index == BlockId
pub by_name: HashMap,
}
#[derive(Default, Clone)]
pub struct PaletteEntry {
pub name: String,
pub visibility: Visibility,
/// Atlas tile per face: [−X, −Y, −Z, +X, +Y, +Z] (block-mesh order).
pub face_tiles: [u16; 6],
}
3. Build the palette — walk the catalog, look up each face path in the AtlasIndex (JSON sidecar loaded alongside the KTX2 file), emit one PaletteEntry per block in catalog order (that order is the BlockId space).
4. Bind the atlas to StandardMaterial.base_color_texture; compute per-vertex UVs as tile_x = tile_index % atlas_cols during the meshing pass.
Topics
| Topic | Reference | |---|---| | Full RON schema, all fields, serde defaults, parser notes | [references/ron-schema.md](references/ron-schema.md) | | BlockDef / BlockFaces / Visibility types, build_palette in full, face_tiles slot convention | [references/palette.md](references/palette.md) | | KTX2 packing, tile-size budgets, padding for mip safety, BC7/ETC2/ASTC per platform | [references/ktx2-atlas.md](references/ktx2-atlas.md) | | StandardMaterial binding, UV formula, per-vertex emission, sampler config, alpha modes | [references/atlas-binding.md](references/atlas-binding.md) | | Runtime chunk storage formats — flat array, RLE, palette compression, hybrid — with RAM estimates | [references/storage-formats.md](references/storage-formats.md) | | Procedural generation patterns — noise upsampling, biome sharing, extremity bounds, caching | [references/generation.md](references/generation.md) | | Rust/Bevy voxel-crate ecosystem survey (block-mesh, building-blocks, feldspar, …) | [references/ecosystem.md](references/ecosystem.md) |
Gotchas
- KTX2 is opt-in. Bevy supports KTX2 via the
ktx2Cargo feature (on by
default in the 3d bundle). For trimmed WASM builds add ktx2 and zstd explicitly. Use BC7 (desktop) or ETC2/ASTC (mobile) — see [references/ktx2-atlas.md](references/ktx2-atlas.md).
- Palette ordering is the
BlockIdspace. Reordering the catalog after a
save file ships will corrupt saves. Always append; never reorder.
- Texture bleeding at mip levels ≥ 1. Add 2-pixel padding around each
tile, or switch to a texture array with clamp_to_edge per slice. Details in [references/ktx2-atlas.md](references/ktx2-atlas.md) and [references/atlas-binding.md](references/atlas-binding.md).
Translucentblocks need a separate draw call. Use
AlphaMode::Blend on a second material and a separate mesh batch per chunk — translucent quads cannot be merged with opaque ones.
- Don't bake the atlas at runtime in shipped builds. Run the bake script at
content-build time; commit the .ktx2 + JSON index; load both at startup.
See also
bevy-voxel-pipeline— the meshing step that consumesface_tiles.bevy-custom-assets— implementing the RON catalog loader.bevy-pbr-materials— wiring the atlas intoStandardMaterial.
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: chrisgliddon
- Source: chrisgliddon/bevy-skills
- License: MIT
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.