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game-development

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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 headsetsgame-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 psychologygame-development/game-design
Multiplayer, networkinggame-development/multiplayer
Visual style, asset pipeline, animationgame-development/game-art
Sound design, music, adaptive audiogame-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

PatternUse WhenExample
State Machine3-5 discrete statesPlayer: Idle→Walk→Jump
Object PoolingFrequent spawn/destroyBullets, particles
Observer/EventsCross-system communicationHealth→UI updates
ECSThousands of similar entitiesRTS units, particles
CommandUndo, replay, networkingInput recording
Behavior TreeComplex AI decisionsEnemy 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)

SystemBudget
Input1ms
Physics3ms
AI2ms
Game Logic4ms
Rendering5ms
Buffer1.67ms

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 TypeComplexityUse When
FSMSimple3-5 states, predictable behavior
Behavior TreeMediumModular, designer-friendly
GOAPHighEmergent, planning-based
Utility AIHighScoring-based decisions

6. Collision Strategy

TypeBest For
AABBRectangles, fast checks
CircleRound objects, cheap
Spatial HashMany similar-sized objects
QuadtreeLarge worlds, varying sizes

Anti-Patterns (Universal)

Don'tDo
Update everything every frameUse events, dirty flags
Create objects in hot loopsObject pooling
Cache nothingCache references
Optimize without profilingProfile first
Mix input with logicAbstract 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

  1. Step 1: Identify target platform and dimension to select the appropriate sub-skill path from the routing tables.
  2. Step 2: Establish the Core Principles (Game Loop, Input Abstraction, 60 FPS budgets) in a minimal prototype.
  3. 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.

Frequently Asked Questions

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