game-development
Scannednpx machina-cli add skill vudovn/antigravity-kit/game-development --openclawGame 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:
- Algorithm (O(n²) → O(n log n))
- Batching (reduce draw calls)
- Pooling (avoid GC spikes)
- LOD (detail by distance)
- 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.
Source
git clone https://github.com/vudovn/antigravity-kit/blob/main/.agent/skills/game-development/SKILL.mdView on GitHub Overview
An orchestrator that provides core game development principles and routes you to the appropriate platform- or dimension-specific sub-skills. It helps teams pick the right sub-skill based on the target platform (Web, Mobile, PC, VR) and dimension (2D or 3D), plus relevant specialty areas like design, multiplayer, art, or audio.
How This Skill Works
It codifies core principles such as the Game Loop, Input Abstraction, and a 60 FPS budget, then maps project context to the correct sub-skill using Routing Tables for Platform, Dimension, and Specialty Areas. You’re guided to the exact skill path for your project.
When to Use It
- Starting a new game development project and needing architecture guidance.
- Targeting a specific platform (web, mobile, PC, or VR) and want to pick the right sub-skill.
- Deciding between 2D and 3D dimensions and routing to the corresponding skill.
- Working on a specialty area (game design, multiplayer, game art, or game audio) and need domain routing.
- Seeking to apply core principles like the game loop and performance budgets across platforms.
Quick Start
- Step 1: Identify target platform and dimension to select the appropriate sub-skill path from the routing tables.
- Step 2: Establish the Core Principles (Game Loop, Input Abstraction, 60 FPS budgets) in a minimal prototype.
- Step 3: Pick an initial pattern (e.g., FSM and Object Pooling) and validate with a small test scene.
Best Practices
- Begin with a State Machine and introduce ECS only if performance demands.
- Abstract input into actions (e.g., 'jump', 'move') for cross-device controls.
- Enforce a fixed-timestep loop with per-system budgets and interpolate rendering.
- Use the Pattern Selection Matrix to choose the right architecture (FSM, Object Pooling, Observer, ECS, BT).
- Profile before optimizing and apply pooling and batching to reduce GC and draw calls.
Example Use Cases
- Browser-based 2D platformer demonstrated by routing to web-games and 2d-games.
- Mobile game targeting iOS/Android routed to mobile-games; 2D or 3D depending on design.
- PC game with 3D visuals routed to pc-games and 3d-games.
- VR/AR prototype routed to vr-ar to validate immersive controls.
- Multiplayer title routed to multiplayer and the appropriate platform/sub-skill.