mcpField
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building-router

building-router

github.com/bbeierle12Development956 installsUpdated today
Repository

About building-router

A routing skill for game-building agents that selects combinations of specialized skills based on game mode, scale, and mechanics. It provides priority rules, common combinations, and an integration order.

Key features

  1. 01Classify needs and match relevant skills
  2. 02Route using signals for nine skill areas
  3. 03Prioritize multiplayer, scale, and other constraints
  4. 04List common skill combinations
  5. 05Specify an integration sequence
  6. 06Ask clarifying questions when requirements are unclear

Use cases

  1. 01Select mechanics skills for a survival building game
  2. 02Plan networking and performance for multiplayer building
  3. 03Combine skills based on terrain and scale
  4. 04Sequence integration of building-system components

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/bbeierle12/skill-mcp-claude --skill building-router

After installing, type/building-routerin Claude Code to confirm it loaded.

Bundled files

References and scripts installed along with SKILL.md.

_meta.json
references/
integration-guide.md
multiplayer.md
performance.md
physics.md
terrain.md

Details

From the project README

Building Mechanics Router

Routes to 9 specialized skills based on game requirements.

Routing Protocol

  1. Classify — Single/multiplayer + scale + core features
  2. Match — Apply signal matching rules below
  3. Combine — Most games need 3-5 skills together
  4. Load — Read matched SKILL.md files before implementation

Quick Route

Tier 1: Core Mechanics
NeedSkillSignals
Spatial queries, collisionperformance-at-scaleslow, lag, optimize, spatial, collision, thousands
Stability, damage, collapsestructural-physicsstability, collapse, support, damage, Fortnite, Rust, Valheim
Network sync, predictionmultiplayer-buildingnetwork, multiplayer, sync, server, latency, authoritative
Tier 2: Enhanced Features
NeedSkillSignals
Slopes, foundations, anchoringterrain-integrationslope, terrain, foundation, ground, pillar, heightmap
Timer decay, Tool Cupboarddecay-upkeepdecay, upkeep, maintenance, tool cupboard, abandoned
Blueprints, undo/redo, previewbuilder-uxblueprint, prefab, undo, redo, ghost, preview, selection
Tier 3: Platform & Reference
NeedSkillSignals
Touch, VR, accessibilityplatform-buildingmobile, touch, VR, hand tracking, colorblind
Design analysis, trade-offscase-studies-referencehow does Fortnite/Rust do, compare games, trade-offs

Signal Priority

When multiple signals present:

  1. Multiplayer explicit → multiplayer-building required
  2. Scale indicator → >1000 pieces triggers performance-at-scale
  3. Persistence → Long-running servers trigger decay-upkeep
  4. Platform constraint → Mobile/VR triggers platform-building
  5. Default → structural-physics always relevant for building games

Common Combinations

Full Survival (Rust-style, 6 skills)
performance-at-scale → spatial indexing
structural-physics → stability + damage
multiplayer-building → networking
terrain-integration → foundations on slopes
decay-upkeep → Tool Cupboard + upkeep
builder-ux → blueprints + undo
Battle Royale Building (2 skills)
performance-at-scale → fast collision
multiplayer-building → low-latency sync
Single-Player Builder (3-4 skills)
structural-physics → stability + damage
terrain-integration → natural terrain
builder-ux → blueprints + undo
performance-at-scale → if >1000 pieces
Persistent Server (4 skills)
multiplayer-building → networking
structural-physics → stability
decay-upkeep → automatic cleanup
performance-at-scale → entity management

Decision Table

ModeScaleTerrainSkills
Single<1KGridphysics + ux
Single<1KNaturalphysics + terrain + ux
Single>1KAnyperformance + physics + ux
MultiFastAnyperformance + multiplayer
MultiSurvivalAnyperformance + physics + multiplayer + decay
MultiPersistentAnyperformance + physics + multiplayer + decay + ux

Integration Order

When combining skills, wire in this sequence:

  1. Spatial index → Query foundation for all other systems
  2. Validator → Uses spatial for neighbor/support detection
  3. Damage → Uses spatial for cascade radius
  4. Network → Broadcasts all state changes
  5. Client prediction → Uses local spatial + validator

Fallback

  • No scale stated → Ask: "How many pieces expected?"
  • Unclear mode → Ask: "Single-player or multiplayer?"
  • Generic "building game" → Start with structural-physics + builder-ux

Reference

See references/integration-guide.md for complete wiring patterns and code examples.

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