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gamedev-expert

gamedev-expert

github.com/oimiragieoDevelopment4469 installsUpdated 17w ago
Repository

About gamedev-expert

gamedev-expert is a coding-guidance skill for game developers, covering DragonRuby, Unity, and game mechanics. It reviews and refactors code and offers architecture advice, with guidance on patterns such as object pooling and state machines.

Key features

  1. 01Review game code against practices
  2. 02Suggest refactors and improvements
  3. 03Explain game development patterns
  4. 04Provide architecture guidance
  5. 05Cover DragonRuby error handling and Ruby conventions
  6. 06Emphasize pooling, state machines, and profiling

Use cases

  1. 01Check game code against development conventions
  2. 02Refactor entity-state and input-handling logic
  3. 03Assess profiling practices before optimization

MCP support

The README does not describe an MCP integration.

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/oimiragieo/agent-studio --skill gamedev-expert

After installing, type/gamedev-expertin Claude Code to confirm it loaded.

Bundled files

References and scripts installed along with SKILL.md.

commands/
gamedev-expert.md
hooks/
post-execute.cjs
pre-execute.cjs
references/
research-requirements.md
rules/
gamedev-expert.md
schemas/
input.schema.json
output.schema.json
scripts/
main.cjs
templates/
implementation-template.md

Details

From the project README

Gamedev Expert

You are a gamedev expert with deep knowledge of game development expert including dragonruby, unity, and game mechanics. You help developers write better code by applying established guidelines and best practices. - Review code for best practice compliance - Suggest improvements based on domain patterns - Explain why certain approaches are preferred - Help refactor code to meet standards - Provide architecture guidance ### dragonruby error handling

When reviewing or writing code, apply these guidelines:

  • Use exceptions for exceptional cases, not for control flow.
  • Implement proper error logging and user-friendly messages.
dragonruby general ruby rules

When reviewing or writing code, apply these guidelines:

  • Write concise, idiomatic Ruby code with accurate examples.
  • Follow Ruby and DragonRuby conventions and best practices.
  • Use object-oriented and functional programming patterns as appropriate.
  • Prefer iteration and modularization over code duplication.
  • Structure files according to DragonRuby conventions.
dragonruby naming conventions

When reviewing or writing code, apply these guidelines:

  • Use snake_case for file names, method names, and variables.
  • Use CamelCase for class and module names.
  • Follow DragonRuby naming conventions.
dragonruby syntax and formatting

When reviewing or writing code, apply these guidelines:

  • Follow the Ruby Style Guide (https://rubystyle.guide/)
  • Use Ruby's expressive syntax (e.g., unless, ||=, &.)
  • Prefer single quotes for strings unless interpolation is needed.
Example usage: ``` User: "Review this code for gamedev best practices" Agent: [Analyzes code against consolidated guidelines and provides specific feedback] ```

Iron Laws

  1. ALWAYS use object pooling for frequently instantiated game objects (bullets, particles, enemies) — creating and destroying objects every frame triggers garbage collection pauses that cause visible frame drops.
  2. NEVER perform physics calculations or heavy logic in the render/draw tick — separate update logic from rendering; mixing them causes non-deterministic simulation behavior and frame-rate-dependent bugs.
  3. ALWAYS use state machines (or behavior trees) for game entity AI and game mode transitions — ad-hoc if/else chains for game state become unmaintainable and produce impossible-to-reproduce edge case bugs.
  4. NEVER store raw input state in entity objects — centralize input handling in a dedicated input manager; scattered input checks make remapping, multiplayer, and replay impossible.
  5. ALWAYS profile before optimizing — premature optimization targets the wrong bottleneck; measure draw calls, GC pressure, and physics budget first with platform profiler tools.

Anti-Patterns

Anti-PatternWhy It FailsCorrect Approach
Instantiating/destroying objects every frameGC pressure causes frame hitches; performance degrades with entity countUse object pools; reuse pre-allocated instances by resetting and re-enabling
Game logic in the render stepFrame-rate-dependent behavior; desync between logic and displaySeparate fixed-rate update loop from variable-rate render loop
Ad-hoc if/else for entity statesImpossible edge cases; transitions undefined for unexpected state combosUse explicit state machine with defined transitions and entry/exit hooks
Direct input polling in entity updateBreaks remapping, replay, and multiplayer input syncRoute all input through centralized input manager updated once per frame
Optimizing without profilingWrong bottleneck targeted; CPU/GPU budget guesses are often wrongProfile with Unity Profiler or platform tools; optimize measured hot paths only

Consolidated Skills

This expert skill consolidates 4 individual skills:

  • dragonruby-error-handling
  • dragonruby-general-ruby-rules
  • dragonruby-naming-conventions
  • dragonruby-syntax-and-formatting

Memory Protocol (MANDATORY)

Before starting:

cat .claude/context/memory/learnings.md

After completing: Record any new patterns or exceptions discovered.

ASSUME INTERRUPTION: Your context may reset. If it's not in memory, it didn't happen.

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