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game-development

game-development

github.com/davila7Development33.0k687 installsUpdated today
Repository

About game-development

An orchestration skill for game projects that teaches general development principles and routes work to sub-skills by platform, dimension, and specialty. It covers game loops, architecture patterns, input abstraction, performance, and AI selection.

Key features

  1. 01Route to sub-skills by platform and type
  2. 02Game loop and fixed timestep
  3. 03Common architecture pattern selection
  4. 04Input abstraction principles
  5. 05Performance budgets and optimization order
  6. 06Choose game AI by complexity

Use cases

  1. 01Select a browser, mobile, or PC game path
  2. 02Choose patterns for a 2D or 3D project
  3. 03Plan multiplayer, audio, or art work
  4. 04Diagnose performance bottlenecks and optimization options

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/davila7/claude-code-templates --skill game-development

After installing, type/game-developmentin Claude Code to confirm it loaded.

Details

From the project README

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.

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