If you're building games in Bevy, this walks you through the ECS fundamentals: components as pure data structs, systems as query functions, resources for global state, and parallel scheduling with the app builder. It covers the patterns you actually need like query filters (With, Without, Changed), the require component attribute for spawning, and how to avoid the classic borrow checker conflicts between systems. The examples are minimal but hit the real scenarios: movement loops, entity spawning, and filtering dead entities out of queries. It won't teach you advanced change detection or custom schedules, but it's a solid reference for the core ECS patterns that make Bevy different from traditional game engines.
npx skills add https://github.com/sickn33/antigravity-awesome-skills --skill bevy-ecs-expert