Productivity

game-development

miles990/claude-software-skills · updated Apr 8, 2026

$npx skills add https://github.com/miles990/claude-software-skills --skill game-development
summary

Patterns and practices for building games across platforms. Covers architecture, rendering, physics, AI, multiplayer, and optimization.

skill.md

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