game-development

sickn33/antigravity-awesome-skills · updated Apr 8, 2026

$npx skills add https://github.com/sickn33/antigravity-awesome-skills --skill game-development
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summary

Routing orchestrator for game development projects with platform and dimension-specific sub-skills.

  • Routes to specialized sub-skills based on target platform (web, mobile, PC, VR/AR) and game dimension (2D or 3D)
  • Covers core principles applicable across all platforms: game loop architecture, fixed timestep physics, input abstraction, and performance budgeting for 60 FPS
  • Includes pattern selection matrix (State Machine, ECS, Behavior Trees, Object Pooling) with decision rules for when
skill.md

Game Development

Orchestrator skill that provides core principles and routes to specialized sub-skills.


When to Use This Skill

You 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.


Sub-Skill Routing

Platform Selection

If the game targets... Use Sub-Skill
Web browsers (HTML5, WebGL) game-development/web-games
Mobile (iOS, Android) game-development/mobile-games
PC (Steam, Desktop) game-development/pc-games
VR/AR headsets game-development/vr-ar

Dimension Selection

If the game is... Use Sub-Skill
2D (sprites, tilemaps) game-development/2d-games
3D (meshes, shaders) game-development/3d-games

Specialty Areas

If you need... Use Sub-Skill
GDD, balancing, player psychology game-development/game-design
Multiplayer, networking game-development/multiplayer
Visual style, asset pipeline, animation game-development/game-art
Sound design, music, adaptive audio game-development/game-audio

Core Principles (All Platforms)

1. The Game Loop

Every game, regardless of platform, follows this pattern:

INPUT  → Read player actions
UPDATE → Process game logic (fixed timestep)
RENDER → Draw the frame (interpolated)

Fixed Timestep Rule:

  • Physics/logic: Fixed rate (e.g., 50Hz)
  • Rendering: As fast as possible
  • Interpolate between states for smooth visuals

2. Pattern Selection Matrix

Pattern Use When Example
State Machine 3-5 discrete states Player: Idle→Walk→Jump
Object Pooling Frequent spawn/destroy Bullets, particles
Observer/Events Cross-system communication Health→UI updates
ECS Thousands of similar entities RTS units, particles
Command Undo, replay, networking Input recording
Behavior Tree Complex AI decisions Enemy AI

Decision Rule: Start with State Machine. Add ECS only when performance demands.


3. Input Abstraction

Abstract input into ACTIONS, not raw keys:

"jump"  → Space, Gamepad A, Touch tap
"move"  → WASD, Left stick, Virtual joystick

Why: Enables multi-platform, rebindable controls.


4. Performance Budget (60 FPS = 16.67ms)

System Budget
Input 1ms
Physics 3ms
AI 2ms
Game Logic 4ms
Rendering 5ms
Buffer 1.67ms

Optimization Priority:

  1. Algorithm (O(n²) → O(n log n))
  2. Batching (reduce draw calls)
  3. Pooling (avoid GC spikes)
  4. LOD (detail by distance)
  5. Culling (skip invisible)

5. AI Selection by Complexity

AI Type Complexity Use When
FSM Simple 3-5 states, predictable behavior
Behavior Tree Medium Modular, designer-friendly
GOAP High Emergent, planning-based
Utility AI High Scoring-based decisions

6. Collision Strategy

Type Best For
AABB Rectangles, fast checks
Circle Round objects, cheap
Spatial Hash Many similar-sized objects
Quadtree Large worlds, varying sizes

Anti-Patterns (Universal)

Don't Do
Update everything every frame Use events, dirty flags
Create objects in hot loops Object pooling
Cache nothing Cache references
Optimize without profiling Profile first
Mix input with logic Abstract input layer

Routing Examples

Example 1: "I want to make a browser-based 2D platformer"

→ Start with game-development/web-games for framework selection → Then game-development/2d-games for sprite/tilemap patterns → Reference game-development/game-design for level design

Example 2: "Mobile puzzle game for iOS and Android"

→ Start with game-development/mobile-games for touch input and stores → Use game-development/game-design for puzzle balancing

Example 3: "Multiplayer VR shooter"

game-development/vr-ar for comfort and immersion → game-development/3d-games for rendering → game-development/multiplayer for networking


Remember: Great games come from iteration, not perfection. Prototype fast, then polish.

Discussion

Product Hunt–style comments (not star reviews)
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general reviews

Ratings

4.748 reviews
  • Kofi Kapoor· Dec 28, 2024

    Registry listing for game-development matched our evaluation — installs cleanly and behaves as described in the markdown.

  • James Harris· Dec 8, 2024

    We added game-development from the explainx registry; install was straightforward and the SKILL.md answered most questions upfront.

  • Naina Choi· Dec 4, 2024

    Solid pick for teams standardizing on skills: game-development is focused, and the summary matches what you get after install.

  • Hiroshi Lopez· Nov 27, 2024

    Keeps context tight: game-development is the kind of skill you can hand to a new teammate without a long onboarding doc.

  • Naina Abbas· Nov 23, 2024

    game-development has been reliable in day-to-day use. Documentation quality is above average for community skills.

  • James Garcia· Nov 19, 2024

    game-development reduced setup friction for our internal harness; good balance of opinion and flexibility.

  • Nikhil Rahman· Oct 18, 2024

    game-development has been reliable in day-to-day use. Documentation quality is above average for community skills.

  • Layla Yang· Oct 14, 2024

    Keeps context tight: game-development is the kind of skill you can hand to a new teammate without a long onboarding doc.

  • Li Dixit· Oct 10, 2024

    I recommend game-development for anyone iterating fast on agent tooling; clear intent and a small, reviewable surface area.

  • William Harris· Sep 25, 2024

    game-development reduced setup friction for our internal harness; good balance of opinion and flexibility.

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