game-development▌
miles990/claude-software-skills · updated Apr 8, 2026
Patterns and practices for building games across platforms. Covers architecture, rendering, physics, AI, multiplayer, and optimization.
Game Development
Overview
Patterns and practices for building games across platforms. Covers architecture, rendering, physics, AI, multiplayer, and optimization.
Game Architecture
Game Loop
┌─────────────────────────────────────────────────────────────┐
│ Game Loop │
│ │
│ ┌─────────┐ ┌─────────┐ ┌─────────┐ ┌─────────┐ │
│ │ Input │ ─→ │ Update │ ─→ │ Physics │ ─→ │ Render │ │
│ │ Process │ │ Logic │ │ Step │ │ Frame │ │
│ └─────────┘ └─────────┘ └─────────┘ └─────────┘ │
│ ↑ │ │
│ └─────────────────────────────────────────────┘ │
│ Next Frame │
└─────────────────────────────────────────────────────────────┘
Fixed vs Variable Timestep
| Type | Use Case | Code Pattern |
|---|---|---|
| Fixed | Physics, determinism | while (accumulator >= dt) { update(dt); } |
| Variable | Rendering, animations | update(deltaTime); |
| Hybrid | Most games | Fixed physics, variable render |
// Hybrid game loop
let accumulator = 0;
const FIXED_DT = 1/60;
function gameLoop(currentTime: number) {
const deltaTime = currentTime - lastTime;
accumulator += deltaTime;
// Fixed timestep for physics
while (accumulator >= FIXED_DT) {
physicsUpdate(FIXED_DT);
accumulator -= FIXED_DT;
}
// Variable timestep for rendering
const alpha = accumulator / FIXED_DT;
render(alpha); // Interpolate between states
requestAnimationFrame(gameLoop);
}
Entity Component System (ECS)
┌─────────────────────────────────────────────────────────────┐
│ ECS Architecture │
│ │
│ Entity: Just an ID │
│ ┌─────┐ ┌─────┐ ┌─────┐ │
│ │ 1 │ │ 2 │ │ 3 │ │
│ └─────┘ └─────┘ └─────┘ │
│ │
│ Components: Pure Data │
│ ┌──────────┐ ┌──────────┐ ┌──────────┐ │
│ │ Position │ │ Velocity │ │ Sprite │ │
│ │ x, y, z │ │ vx, vy │ │ texture │ │
│ └──────────┘ └──────────┘ └──────────┘ │
│ │
│ Systems: Logic │
│ ┌────────────────┐ ┌────────────────┐ │
│ │ MovementSystem │ │ RenderSystem │ │
│ │ Position+Vel │ │ Position+Sprite│ │
│ └────────────────┘ └────────────────┘ │
└─────────────────────────────────────────────────────────────┘
// Component definitions
interface Position { x: number; y: number; }
interface Velocity { vx: number; vy: number; }
interface Sprite { texture: string; width: number; height: number; }
// System
function movementSystem(entities: Entity[], dt: number) {
for (const entity of entities) {
if (entity.has(Position) && entity.has(Velocity)) {
const pos = entity.get(Position);
const vel = entity.get(Velocity);
pos.x += vel.vx * dt;
pos.y += vel.vy * dt;
}
}
}
2D Game Development
Sprite Animation
interface Animation {
frames: string[]; // Texture names
frameDuration: number; // Seconds per frame
loop: boolean;
}
class AnimatedSprite {
private currentFrame = 0;
private elapsed = 0;
update(dt: number) {
this.elapsed += dt;
if (this.elapsed >= this.animation.frameDuration) {
this.elapsed = 0;
this.currentFrame++;
if (this.currentFrame >= this.animation.frames.length) {
this.currentFrame = this.animation.loop ? 0 : this.animation.frames.length - 1;
}
}
}
get texture(): string {
return this.animation.frames[this.currentFrame];
}
}
Collision Detection
| Method | Complexity | Use Case |
|---|---|---|
| AABB | O(n²) → O(n log n) | Boxes, simple shapes |
| Circle | O(n²) | Projectiles, characters |
| SAT | O(n²) | Complex convex polygons |
| Pixel Perfect | Expensive | Precise collision |
// AABB collision
function aabbIntersect(a: AABB, b: AABB): boolean {
return a.x < b.x + b.width &&
a.x + a.width > b.x &&
a.y < b.y + b.height &&
a.y + a.height > b.y;
}
// Spatial hash for broad phase
class SpatialHash {
private cells = new Map<string, Entity[]>();
private cellSize: number;
insert(entity: Entity) {
const key = this.getKey(entity.position);
if (!this.cells.has(key)) this.cells.set(key, []);
this.cells.get(key)!.push(entity);
}
query(position: Vector2): Entity[] {
// Check neighboring cells
const nearby: Entity[] = [];
for (let dx = -1; dx <= 1; dx++) {
for (let dy = -1; dy <= 1; dy++) {
const key = this.getKey({ x: position.x + dx * this.cellSize, y: position.y + dy * this.cellSize });
nearby.push(...(this.cells.get(key) || []));
}
}
return nearby;
}
}
Game AI
Finite State Machine
interface State {
enter(): void;
update(dt: number): void;
exit(): void;
}
class EnemyAI {
private states = new Map<string, State>();
private currentState: State;
transition(stateName: string) {
this.currentState?.exit();
this.currentState = this.states.get(stateName)!;
this.currentState.enter();
}
}
// Example: Patrol → Chase → Attack
class PatrolState implements State {
enter() { this.setAnimation('walk'); }
update(dt: number) {
this.patrol();
if (this.canSeePlayer()) {
this.fsm.transition('chase');
}
}
exit() {}
}
Behavior Trees
┌─────────────────────────────────────────────────────────────┐
│ Behavior Tree │
│ │
│ [Selector] │
│ / \ │
│ [Sequence] [Patrol] │
│ / \ │
│ [CanSee?] [Attack] │
│ │ │
│ [Chase] │
└─────────────────────────────────────────────────────────────┘
Pathfinding (A*)
function aStar(start: Node, goal: Node): Node[] {
const openSet = new PriorityQueue<Node>();
const cameFrom = new Map<Node, Node>();
const gScore = new Map<Node, number>();
const fScore = new Map<Node, number>();
gScore.set(start, 0);
fScore.set(start, heuristic(start, goal));
openSet.enqueue(start, fScore.get(start)!);
while (!openSet.isEmpty()) {
const current = openSet.dequeue()!;
if (current === goal) {
return reconstructPath(cameFrom, current);
}
for (const neighbor of getNeighbors(current)) {
const tentativeG = gScore.get(current)! + distance(current, neighbor);
if (tentativeG < (gScore.get(neighbor) ?? Infinity)) {
cameFrom.set(neighbor, current);
gScore.set(neighbor, tentativeG);
fScore.set(neighbor, tentativeG + heuristic(neighbor, goal));
openSet.enqueue(neighbor, fScore.get(neighbor)!);
}
}
}
return []; // No path found
}
Multiplayer Games
Network Architecture
| Model | Latency | Complexity | Use Case |
|---|---|---|---|
| Peer-to-Peer | Low | Medium | Fighting games, small lobbies |
| Client-Server | Medium | High | Most online games |
| Authoritative Server | Higher | Highest | Competitive games |
Lag Compensation
// Client-side prediction
class NetworkedPlayer {
private pendingInputs: Input[] = [];
private serverState: PlayerState;
update(input: Input) {
// 1. Apply input locally (prediction)
this.applyInput(input);
this.pendingInputs.push(input);
// 2. Send to server
this.sendInput(input);
}
onServerUpdate(state: PlayerState, lastProcessedInput: number) {
// 3. Reconcile with server
this.serverState = state;
// 4. Re-apply unprocessed inputs
this.pendingInputs = this.pendingInputs.filter(i => i.id > lastProcessedInput);
for (const input of this.pendingInputs) {
this.applyInput(input);
}
}
}
State Synchronization
// Delta compression
interface StateDelta {
timestamp: number;
changes: Map<EntityId, ComponentChanges>;
}
function computeDelta(prev: GameState, curr: GameState): StateDelta {
const changes = new Map();
for (const [id, entity] of curr.entities) {
const prevEntity = prev.entities.get(id);
if (!prevEntity || hasChanged(prevEntity, entity)) {
changes.set(id, getChangedComponents(prevEntity, entity));
}
}
return { timestamp: curr.timestamp, changes };
}
Game Optimization
Rendering Optimization
| Technique | Benefit | Implementation |
|---|---|---|
| Batching | Reduce draw calls | Combine sprites with same texture |
| Culling | Skip invisible objects | Frustum culling, occlusion culling |
| LOD | Reduce polygon count | Distance-based model switching |
| Instancing | Efficient duplicates | GPU instancing for repeated objects |
Memory Optimization
// Object pooling
class ObjectPool<T> {
private pool: T[] = [];
private factory: () => T;
acquire(): T {
return this.pool.pop() ?? this.factory();
}
release(obj: T) {
this.reset(obj);
this.pool.push(obj);
}
}
// Usage
const bulletPool = new ObjectPool(() => new Bullet());
function fireBullet() {
const bullet = bulletPool.acquire();
bullet.init(position, direction);
activeBullets.add(bullet);
}
function onBulletHit(bullet: Bullet) {
activeBullets.delete(bullet);
bulletPool.release(bullet);
}
Game Engines Reference
| Engine | Language | Best For | Platform | Skill |
|---|---|---|---|---|
| Unity | C# | Mobile, indie, VR | All | - |
| Unreal | C++, Blueprint | AAA, realistic | PC, Console | - |
| Godot | GDScript, C# | Indie, 2D | All | - |
| Flame | Dart | Flutter 2D, casual | All | flame/ |
| Phaser | JavaScript | Web 2D | Browser | - |
| Three.js | JavaScript | Web 3D | Browser | - |
| Bevy | Rust | Performance | Desktop | - |
| LÖVE | Lua | Simple 2D | Desktop | - |
Flame Engine (Flutter)
專為 Flutter 開發者設計的 2D 遊戲引擎,詳細文件請參考 flame/SKILL.md:
- flame-core/ - 組件、輸入、碰撞、相機、動畫、音效、粒子
- flame-systems/ - 14 個遊戲系統(任務、對話、背包、戰鬥等)
- flame-templates/ - RPG、Platformer、Roguelike 模板
Related Skills
- [[performance-optimization]] - General optimization
- [[realtime-systems]] - WebSocket, networking
- [[cpp]] - Performance-critical code
- [[javascript-typescript]] - Web games
Discussion
Product Hunt–style comments (not star reviews)- No comments yet — start the thread.
Ratings
4.8★★★★★55 reviews- ★★★★★Chaitanya Patil· Dec 24, 2024
game-development reduced setup friction for our internal harness; good balance of opinion and flexibility.
- ★★★★★Anaya Zhang· Dec 24, 2024
I recommend game-development for anyone iterating fast on agent tooling; clear intent and a small, reviewable surface area.
- ★★★★★Camila Okafor· Dec 4, 2024
game-development is among the better-maintained entries we tried; worth keeping pinned for repeat workflows.
- ★★★★★William Martin· Dec 4, 2024
Useful defaults in game-development — fewer surprises than typical one-off scripts, and it plays nicely with `npx skills` flows.
- ★★★★★Amelia Patel· Nov 23, 2024
Registry listing for game-development matched our evaluation — installs cleanly and behaves as described in the markdown.
- ★★★★★Piyush G· Nov 15, 2024
I recommend game-development for anyone iterating fast on agent tooling; clear intent and a small, reviewable surface area.
- ★★★★★Henry Garcia· Nov 15, 2024
game-development reduced setup friction for our internal harness; good balance of opinion and flexibility.
- ★★★★★Sophia Sharma· Oct 14, 2024
game-development reduced setup friction for our internal harness; good balance of opinion and flexibility.
- ★★★★★Shikha Mishra· Oct 6, 2024
Useful defaults in game-development — fewer surprises than typical one-off scripts, and it plays nicely with `npx skills` flows.
- ★★★★★Anika Smith· Oct 6, 2024
Registry listing for game-development matched our evaluation — installs cleanly and behaves as described in the markdown.
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