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Routes to platform-specific skills based on project needs.","ComeOnOliver\u002Fskillshub","ComeOnOliver","https:\u002F\u002Favatars.githubusercontent.com\u002Fu\u002F43215937?v=4","01M6E5JNFECJAAVFE0W7SMWWD2","Haoran Shu","01M6E5JNNDQS7AJZDYFQ8TPZCK",67,"MIT","https:\u002F\u002Fgithub.com\u002FComeOnOliver\u002Fskillshub\u002Fblob\u002Fmain\u002Fskills\u002Faiskillstore\u002Fmarketplace\u002Fsickn33\u002Fgame-development\u002FSKILL.md",[],[19,20,21,22,23,24,25,26,27,28,29],"development","game development","game","Bash","grep","read","write","edit","orchestrator","project","platform","2026-11-10 10:12:30",false,"---\nname: game-development\ndescription: Game development orchestrator. Routes to platform-specific skills based on project needs.\nallowed-tools: Read, Write, Edit, Glob, Grep, Bash\n---\n\n# Game Development\n\n> **Orchestrator skill** that provides core principles and routes to specialized sub-skills.\n\n---\n\n## When to Use This Skill\n\nYou 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.\n\n---\n\n## Sub-Skill Routing\n\n### Platform Selection\n\n| If the game targets... | Use Sub-Skill |\n|------------------------|---------------|\n| Web browsers (HTML5, WebGL) | `game-development\u002Fweb-games` |\n| Mobile (iOS, Android) | `game-development\u002Fmobile-games` |\n| PC (Steam, Desktop) | `game-development\u002Fpc-games` |\n| VR\u002FAR headsets | `game-development\u002Fvr-ar` |\n\n### Dimension Selection\n\n| If the game is... | Use Sub-Skill |\n|-------------------|---------------|\n| 2D (sprites, tilemaps) | `game-development\u002F2d-games` |\n| 3D (meshes, shaders) | `game-development\u002F3d-games` |\n\n### Specialty Areas\n\n| If you need... | Use Sub-Skill |\n|----------------|---------------|\n| GDD, balancing, player psychology | `game-development\u002Fgame-design` |\n| Multiplayer, networking | `game-development\u002Fmultiplayer` |\n| Visual style, asset pipeline, animation | `game-development\u002Fgame-art` |\n| Sound design, music, adaptive audio | `game-development\u002Fgame-audio` |\n\n---\n\n## Core Principles (All Platforms)\n\n### 1. The Game Loop\n\nEvery game, regardless of platform, follows this pattern:\n\n```\nINPUT  → Read player actions\nUPDATE → Process game logic (fixed timestep)\nRENDER → Draw the frame (interpolated)\n```\n\n**Fixed Timestep Rule:**\n- Physics\u002Flogic: Fixed rate (e.g., 50Hz)\n- Rendering: As fast as possible\n- Interpolate between states for smooth visuals\n\n---\n\n### 2. Pattern Selection Matrix\n\n| Pattern | Use When | Example |\n|---------|----------|---------|\n| **State Machine** | 3-5 discrete states | Player: Idle→Walk→Jump |\n| **Object Pooling** | Frequent spawn\u002Fdestroy | Bullets, particles |\n| **Observer\u002FEvents** | Cross-system communication | Health→UI updates |\n| **ECS** | Thousands of similar entities | RTS units, particles |\n| **Command** | Undo, replay, networking | Input recording |\n| **Behavior Tree** | Complex AI decisions | Enemy AI |\n\n**Decision Rule:** Start with State Machine. Add ECS only when performance demands.\n\n---\n\n### 3. Input Abstraction\n\nAbstract input into ACTIONS, not raw keys:\n\n```\n\"jump\"  → Space, Gamepad A, Touch tap\n\"move\"  → WASD, Left stick, Virtual joystick\n```\n\n**Why:** Enables multi-platform, rebindable controls.\n\n---\n\n### 4. Performance Budget (60 FPS = 16.67ms)\n\n| System | Budget |\n|--------|--------|\n| Input | 1ms |\n| Physics | 3ms |\n| AI | 2ms |\n| Game Logic | 4ms |\n| Rendering | 5ms |\n| Buffer | 1.67ms |\n\n**Optimization Priority:**\n1. Algorithm (O(n²) → O(n log n))\n2. Batching (reduce draw calls)\n3. Pooling (avoid GC spikes)\n4. LOD (detail by distance)\n5. Culling (skip invisible)\n\n---\n\n### 5. AI Selection by Complexity\n\n| AI Type | Complexity | Use When |\n|---------|------------|----------|\n| **FSM** | Simple | 3-5 states, predictable behavior |\n| **Behavior Tree** | Medium | Modular, designer-friendly |\n| **GOAP** | High | Emergent, planning-based |\n| **Utility AI** | High | Scoring-based decisions |\n\n---\n\n### 6. Collision Strategy\n\n| Type | Best For |\n|------|----------|\n| **AABB** | Rectangles, fast checks |\n| **Circle** | Round objects, cheap |\n| **Spatial Hash** | Many similar-sized objects |\n| **Quadtree** | Large worlds, varying sizes |\n\n---\n\n## Anti-Patterns (Universal)\n\n| Don't | Do |\n|-------|-----|\n| Update everything every frame | Use events, dirty flags |\n| Create objects in hot loops | Object pooling |\n| Cache nothing | Cache references |\n| Optimize without profiling | Profile first |\n| Mix input with logic | Abstract input layer |\n\n---\n\n## Routing Examples\n\n### Example 1: \"I want to make a browser-based 2D platformer\"\n→ Start with `game-development\u002Fweb-games` for framework selection\n→ Then `game-development\u002F2d-games` for sprite\u002Ftilemap patterns\n→ Reference `game-development\u002Fgame-design` for level design\n\n### Example 2: \"Mobile puzzle game for iOS and Android\"\n→ Start with `game-development\u002Fmobile-games` for touch input and stores\n→ Use `game-development\u002Fgame-design` for puzzle balancing\n\n### Example 3: \"Multiplayer VR shooter\"\n→ `game-development\u002Fvr-ar` for comfort and immersion\n→ `game-development\u002F3d-games` for rendering\n→ `game-development\u002Fmultiplayer` for networking\n\n---\n\n> **Remember:** Great games come from iteration, not perfection. Prototype fast, then polish.\n","# Game Development\n\n> **Orchestrator skill** that provides core principles and routes to specialized sub-skills.\n\n---\n\n## When to Use This Skill\n\nYou 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.\n\n---\n\n## Sub-Skill Routing\n\n### Platform Selection\n\n| If the game targets... | Use Sub-Skill |\n|------------------------|---------------|\n| Web browsers (HTML5, WebGL) | `game-development\u002Fweb-games` |\n| Mobile (iOS, Android) | `game-development\u002Fmobile-games` |\n| PC (Steam, Desktop) | `game-development\u002Fpc-games` |\n| VR\u002FAR headsets | `game-development\u002Fvr-ar` |\n\n### Dimension Selection\n\n| If the game is... | Use Sub-Skill |\n|-------------------|---------------|\n| 2D (sprites, tilemaps) | `game-development\u002F2d-games` |\n| 3D (meshes, shaders) | `game-development\u002F3d-games` |\n\n### Specialty Areas\n\n| If you need... | Use Sub-Skill |\n|----------------|---------------|\n| GDD, balancing, player psychology | `game-development\u002Fgame-design` |\n| Multiplayer, networking | `game-development\u002Fmultiplayer` |\n| Visual style, asset pipeline, animation | `game-development\u002Fgame-art` |\n| Sound design, music, adaptive audio | `game-development\u002Fgame-audio` |\n\n---\n\n## Core Principles (All Platforms)\n\n### 1. The Game Loop\n\nEvery game, regardless of platform, follows this pattern:\n\n```\nINPUT  → Read player actions\nUPDATE → Process game logic (fixed timestep)\nRENDER → Draw the frame (interpolated)\n```\n\n**Fixed Timestep Rule:**\n- Physics\u002Flogic: Fixed rate (e.g., 50Hz)\n- Rendering: As fast as possible\n- Interpolate between states for smooth visuals\n\n---\n\n### 2. Pattern Selection Matrix\n\n| Pattern | Use When | Example |\n|---------|----------|---------|\n| **State Machine** | 3-5 discrete states | Player: Idle→Walk→Jump |\n| **Object Pooling** | Frequent spawn\u002Fdestroy | Bullets, particles |\n| **Observer\u002FEvents** | Cross-system communication | Health→UI updates |\n| **ECS** | Thousands of similar entities | RTS units, particles |\n| **Command** | Undo, replay, networking | Input recording |\n| **Behavior Tree** | Complex AI decisions | Enemy AI |\n\n**Decision Rule:** Start with State Machine. Add ECS only when performance demands.\n\n---\n\n### 3. Input Abstraction\n\nAbstract input into ACTIONS, not raw keys:\n\n```\n\"jump\"  → Space, Gamepad A, Touch tap\n\"move\"  → WASD, Left stick, Virtual joystick\n```\n\n**Why:** Enables multi-platform, rebindable controls.\n\n---\n\n### 4. Performance Budget (60 FPS = 16.67ms)\n\n| System | Budget |\n|--------|--------|\n| Input | 1ms |\n| Physics | 3ms |\n| AI | 2ms |\n| Game Logic | 4ms |\n| Rendering | 5ms |\n| Buffer | 1.67ms |\n\n**Optimization Priority:**\n1. Algorithm (O(n²) → O(n log n))\n2. Batching (reduce draw calls)\n3. Pooling (avoid GC spikes)\n4. LOD (detail by distance)\n5. Culling (skip invisible)\n\n---\n\n### 5. AI Selection by Complexity\n\n| AI Type | Complexity | Use When |\n|---------|------------|----------|\n| **FSM** | Simple | 3-5 states, predictable behavior |\n| **Behavior Tree** | Medium | Modular, designer-friendly |\n| **GOAP** | High | Emergent, planning-based |\n| **Utility AI** | High | Scoring-based decisions |\n\n---\n\n### 6. Collision Strategy\n\n| Type | Best For |\n|------|----------|\n| **AABB** | Rectangles, fast checks |\n| **Circle** | Round objects, cheap |\n| **Spatial Hash** | Many similar-sized objects |\n| **Quadtree** | Large worlds, varying sizes |\n\n---\n\n## Anti-Patterns (Universal)\n\n| Don't | Do |\n|-------|-----|\n| Update everything every frame | Use events, dirty flags |\n| Create objects in hot loops | Object pooling |\n| Cache nothing | Cache references |\n| Optimize without profiling | Profile first |\n| Mix input with logic | Abstract input layer |\n\n---\n\n## Routing Examples\n\n### Example 1: \"I want to make a browser-based 2D platformer\"\n→ Start with `game-development\u002Fweb-games` for framework selection\n→ Then `game-development\u002F2d-games` for sprite\u002Ftilemap patterns\n→ Reference `game-development\u002Fgame-design` for level design\n\n### Example 2: \"Mobile puzzle game for iOS and Android\"\n→ Start with `game-development\u002Fmobile-games` for touch input and stores\n→ Use `game-development\u002Fgame-design` for puzzle balancing\n\n### Example 3: \"Multiplayer VR shooter\"\n→ `game-development\u002Fvr-ar` for comfort and immersion\n→ `game-development\u002F3d-games` for rendering\n→ `game-development\u002Fmultiplayer` for networking\n\n---\n\n> **Remember:** Great games come from iteration, not perfection. 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