[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"skill:01M6G4FSZDZPQSZAGR5GRWQD5B":3,"skill-same:01M6G4FSZDZPQSZAGR5GRWQD5B":60},{"skillNo":4,"name":5,"nameZh":6,"description":7,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":16,"categories":17,"keywords":18,"publishedAt":31,"linkOnly":32,"markdownContent":33,"markdownBody":34,"frontMatter":35,"refName":38,"commitSha":39,"skillDirectory":40,"forksCount":14,"repositoryHtmlUrl":41,"repositoryHomepageUrl":6,"ownerHtmlUrl":42,"ownerBlogUrl":43,"ownerDescription":44,"updatedAt":45,"install":46,"resources":59},"01M6G4FSZDZPQSZAGR5GRWQD5B","game-development",null,"Game development orchestrator. Routes to platform-specific skills based on project needs.","reikiplanet\u002Fdaoskills","reikiplanet","https:\u002F\u002Favatars.githubusercontent.com\u002Fu\u002F96377599?v=4","01M6CVWCMD740YHQDK7E9QYBW4","Reiki Planet","01M6CVWCS4KXVA2CWFVJ43EAXK",0,"MIT","https:\u002F\u002Fgithub.com\u002Freikiplanet\u002Fdaoskills\u002Fblob\u002Fmaster\u002Fskills\u002Fother\u002Fgame-development\u002FSKILL.md",[],[19,20,21,22,23,24,25,26,27,28,29,30],"development","game development","game","Bash","grep","read","write","edit","orchestrator","community","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\nrisk: unknown\nsource: community\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. Prototype fast, then polish.\n",{"name":5,"risk":36,"source":28,"description":7,"allowed-tools":37},"unknown","Read, Write, Edit, Glob, Grep, Bash","master","dff58085da947e81e8418c922055644bf0082b1b","skills\u002Fother\u002Fgame-development","https:\u002F\u002Fgithub.com\u002Freikiplanet\u002Fdaoskills","https:\u002F\u002Fgithub.com\u002Freikiplanet","https:\u002F\u002Fwww.reiki-planet.com","Reiki Planet Game","2026-03-29 06:02:29",{"source":8,"skillName":5,"commands":47,"prompt":57,"zipAvailable":58},[48,51,54],{"tool":49,"command":50},"npx","npx skills add reikiplanet\u002Fdaoskills --skill game-development",{"tool":52,"command":53},"bunx","bunx skills add reikiplanet\u002Fdaoskills --skill game-development",{"tool":55,"command":56},"pnpm","pnpm dlx skills add reikiplanet\u002Fdaoskills --skill game-development","安装技能，技能地址：https:\u002F\u002Fgithub.com\u002Freikiplanet\u002Fdaoskills\u002Fblob\u002Fmaster\u002Fskills\u002Fother\u002Fgame-development\u002FSKILL.md",true,[],[61,80,92,106,126,148],{"skillNo":62,"name":63,"nameZh":6,"description":64,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":65,"categories":66,"keywords":67,"publishedAt":31},"01M6G614JTEQJHPT8AKK3YQ18S","web-games","Web browser game development principles. Framework selection, WebGPU, optimization, PWA.","https:\u002F\u002Fgithub.com\u002Freikiplanet\u002Fdaoskills\u002Fblob\u002Fmaster\u002Fweb-games\u002FSKILL.md",[],[68,69,70,23,71,72,28,73,26,25,24,74,21,75,20,76,77,78,19,79],"games","web games","web","principles","selection","framework selection","pwa","web browser","Optimization","framework","browser","webgpu",{"skillNo":81,"name":82,"nameZh":6,"description":83,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":84,"categories":85,"keywords":86,"publishedAt":31},"01M6G611H2YGV0GZFP90D38ZMJ","vr-ar","VR\u002FAR development principles. Comfort, interaction, performance requirements.","https:\u002F\u002Fgithub.com\u002Freikiplanet\u002Fdaoskills\u002Fblob\u002Fmaster\u002Fvr-ar\u002FSKILL.md",[],[87,88,19,89,90,28,26,25,24,23,91,71],"ar","vr ar","interaction","requirements","performance",{"skillNo":93,"name":94,"nameZh":6,"description":95,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":96,"categories":97,"keywords":98,"publishedAt":31},"01M6G60XNMHAMV1SV0EJ1CX0AY","templates","Project scaffolding templates for new applications. Use when creating new projects from scratch. Contains 12 templates for various tech stacks.","https:\u002F\u002Fgithub.com\u002Freikiplanet\u002Fdaoskills\u002Fblob\u002Fmaster\u002Ftemplates\u002FSKILL.md",[],[94,99,100,101,29,102,28,103,24,104,105,23],"project scaffolding","From Scratch","tech","scaffolding","use","projects","applications",{"skillNo":107,"name":108,"nameZh":6,"description":109,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":110,"categories":111,"keywords":112,"publishedAt":31},"01M6G60T0GATMK3Q5H8GDC1Z8S","wcag-audit-patterns","Conduct WCAG 2.2 accessibility audits with automated testing, manual verification, and remediation guidance. Use when auditing websites for accessibility, fixing WCAG violations, or implementing ac...","https:\u002F\u002Fgithub.com\u002Freikiplanet\u002Fdaoskills\u002Fblob\u002Fmaster\u002Fskills\u002Fsecurity\u002Fwcag-audit-patterns\u002FSKILL.md",[],[113,114,115,116,117,28,118,119,120,121,103,122,123,124,125],"wcag audit patterns","wcag audit","patterns","WCAG","audit","manual","with","automated testing","guidance","remediation","verification","accessibility","testing",{"skillNo":127,"name":128,"nameZh":6,"description":129,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":130,"categories":131,"keywords":132,"publishedAt":31},"01M6G60PMCHW1FRZ63F931QK3R","vulnerability-scanner","Advanced vulnerability analysis principles. OWASP 2025, Supply Chain Security, attack surface mapping, risk prioritization.","https:\u002F\u002Fgithub.com\u002Freikiplanet\u002Fdaoskills\u002Fblob\u002Fmaster\u002Fskills\u002Fsecurity\u002Fvulnerability-scanner\u002FSKILL.md",[],[133,134,135,136,137,138,139,140,28,24,23,22,71,141,142,143,144,145,146,147],"scanner","vulnerability scanner","vulnerability","prioritization","2025","mapping","chain","supply chain","analysis","risk","owasp","supply chain security","security","supply","advanced",{"skillNo":149,"name":150,"nameZh":6,"description":151,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":152,"categories":153,"keywords":154,"publishedAt":31},"01M6G60JZBB8DK0W3DSG1WNMZK","threat-modeling-expert","Expert in threat modeling methodologies, security architecture review, and risk assessment. Masters STRIDE, PASTA, attack trees, and security requirement extraction. Use for security architecture r...","https:\u002F\u002Fgithub.com\u002Freikiplanet\u002Fdaoskills\u002Fblob\u002Fmaster\u002Fskills\u002Fsecurity\u002Fthreat-modeling-expert\u002FSKILL.md",[],[155,156,157,158,159,160,161,162,145,103,163,164,165,28,166,167,168,142,169,170],"modeling","threat modeling expert","threat modeling","expert","threat","risk assessment","architecture review","architecture","security architecture review","trees","security architecture","security requirement extraction","assessment","extraction","review","stride"]