game-development
/game-development
Kieruje do skilli specyficznych dla platformy zależnie od potrzeb projektu przy tworzeniu gier i systemów związanych z grami.
- Autor
- bcastelino ↗
- Repozytorium
- agent-skills-kit ↗
- Licencja
- MIT
- Ostatnia zmiana repozytorium
- 05.08.2026
Ocena i bezpieczeństwo
- Pliki w paczce
- 11
- Skrypty
- 0
- Komentarze HTML
- 0
- Adresy URL w SKILL.md
- 0
Brak sygnałów. Repozytorium zmienione 05.08.2026, bez odwołań do wycofanych modeli i API.
MIT, otwarta: można używać i zmieniać, z zachowaniem informacji o autorze.
Co robi i kiedy
Kieruje do skilli specyficznych dla platformy zależnie od potrzeb projektu przy tworzeniu gier i systemów związanych z grami.
Oryginalny opis (EN)
Game development orchestrator that routes to platform-specific skills based on project needs. Use when building games or game-related systems.
Jak działa
- When to Use This Skill
- Sub-Skill Routing
- Core Principles (All Platforms)
- Anti-Patterns (Universal)
- Routing Examples
Podgląd SKILL.md
--- name: game-development description: "Game development orchestrator that routes to platform-specific skills based on project needs. Use when building games or game-related systems." --- # Game Development > **Orchestrator skill** that provides core principles and routes to specialized sub-skills. --- ## When to Use This Skill You are working on a game development project. This skill teaches the PRINCIPLES of game development and directs you to the right sub-skill based on context. --- ## Sub-Skill Routing ### Platform Selection | If the game targets... | Use Sub-Skill | |------------------------|---------------| | Web browsers (HTML5, WebGL) | `game-development/web-games` | | Mobile (iOS, Android) | `game-development/mobile-games` | | PC (Steam, Desktop) | `game-development/pc-games` | | VR/AR headsets | `game-development/vr-ar` | ### Dimension Selection | If the game is... | Use Sub-Skill | |-------------------|---------------| | 2D (sprites, tilemaps) | `game-development/2d-games` | | 3D (meshes, shaders) | `game-development/3d-games` | ### Specialty Areas | If you need... | Use Sub-Skill | |----------------|---------------| | GDD, balancing, player psychology | `game-development/game-design` | | Multiplayer, networking | `game-development/multiplayer` | | Visual style, asset pipeline, animation | `game-development/game-art` | | Sound design, music, adaptive audio | `game-development/game-audio` | --- ## Core Principles (All Platforms) ### 1. The Game Loop Every game, regardless of platform, follows this pattern: ``` INPUT → Read player actions UPDATE → Process game logic (fixed timestep) RENDER → Draw the frame (interpolated) ``` **Fixed Timestep Rule:** - Physics/logic: Fixed rate (e.g., 50Hz) - Rendering: As fast as possible - Interpolate between states for smooth visuals --- ### 2. Pattern Selection Matrix | Pattern | Use When | Example | |---------|----------|---------| | **State Machine** | 3-5 discrete states | Player: Idle→Walk→Jump | | **Object Pooling** | Frequent spawn/destroy | Bullets, particles | | **Observer/Events** | Cross-system communication | Health→UI updates | | **ECS** | Thousands of similar entities | RTS units, particles | | **Command** | Undo, replay, networking | Input recording | | **Behavior Tree** | Complex AI decisions | Enemy AI | **Decision Rule:** Start with State Machine. Add ECS only when performance demands. --- ### 3. Input Abstraction Abstract input into ACTIONS, not raw keys: ``` "jump" → Space, Gamepad A, Touch tap "move" → WASD, Left stick, Virtual joystick ``` **Why:** Enables multi-platform, rebindable controls. --- ### 4. Performance Budget (60 FPS = 16.67ms) | System | Budget | |--------|--------| | Input | 1ms | | Physics | 3ms | | AI | 2ms | | Game Logic | 4ms | | Rendering | 5ms | | Buffer | 1.67ms | **Optimization Priority:** 1. Algorithm (O(n²) → O(n log n)) 2. Batching (reduce draw calls) 3. Pooling (avoid GC spikes) 4. LOD (detail by distance) 5. Culling (skip invisible) --- ### 5. AI Selection by Complexity | AI Type | Complexity | Use When | |---------|------------|----------| | **FSM** | Simple | 3-5 states, predictable behavior | | **Behavior Tree** | Medium | Modular, designer-friendly | | **GOAP** | High | Emergent, planning-based | | **Utility AI** | High | Scoring-based decisions | --- ### 6. Collision Strategy | Type | Best For | |------|----------| | **AABB** | Rectangles, fast checks | | **Circle** | Round objects, cheap | | **Spatial Hash** | Many similar-sized objects | | **Quadtree** | Large worlds, varying sizes | --- ## Anti-Patterns (Universal) | Don't | Do | |-------|-----| | Update everything every frame | Use events, dirty flags | | Create objects in hot loops | Object pooling | | Cache nothing | Cache references | | Optimize without profiling | Profile first | | Mix input with logic | Abstract input layer | --- ## Routing Examples ### Example 1: "I want to make a browser-based 2D platformer" → Start with `game-development/web-games` for framework selection → Then `game-development/2d-games` for sprite/tilemap patterns → Reference `game-development/game-design` for level design ### Example 2: "Mobile puzzle game for iOS and Android" → Start with `game-development/mobile-games` for touch input and stores → Use `game-development/game-design` for puzzle balancing ### Example 3: "Multiplayer VR shooter" → `game-development/vr-ar` for comfort and immersion → `game-development/3d-games` for rendering → `game-development/multiplayer` for networking --- > **Remember:** Great games come from iteration, not perfection. Prototype fast, then polish.
Pliki w paczce (11)
- SKILL.md 5 KB
- 2d-games/SKILL.md 2 KB
- 3d-games/SKILL.md 2 KB
- game-art/SKILL.md 5 KB
- game-audio/SKILL.md 5 KB
- game-design/SKILL.md 3 KB
- mobile-games/SKILL.md 2 KB
- multiplayer/SKILL.md 3 KB
- pc-games/SKILL.md 3 KB
- vr-ar/SKILL.md 2 KB
- web-games/SKILL.md 3 KB
Wersje
| Repozytorium | Wynik | Licencja |
|---|---|---|
| Ta strona · bcastelino/agent-skills-kit | 100 | MIT |
| FrancoStino/opencode-skills-collection | 100 | MIT |
| sickn33/agentic-awesome-skills | 100 | MIT |
| travisjneuman/.claude | 95 | MIT |
Identyczna treść występuje jeszcze w 1 innych folderach na GitHubie. Tu pokazujemy jedną, najlepiej ocenioną kopię.
Migawka bazy z 28.10.2026 · wersja paczki 66f9c17c63e1 (skrót SHA-256 całej paczki)
Zgłoś problem z tym skillem: szkodliwa treść, błędny opis albo prośba autora o usunięcie.
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