Skill-Details

game-development

Developer-focused game-building guidance, but domain-specific.

ÜbereinstimmungMöglichGeprüft für entwickler
Quellevudovn/ag-kitExterne Quelle
Gemeldete Installationen187Nur Popularitätssignal

Vor Nutzung prüfen

Die automatische Prüfung bewertet Relevanz, nicht Sicherheit oder Empfehlung. Lies vor der Nutzung die Quellanweisungen.

Gespeicherte Quellvorschau

SKILL.md

Dieser Auszug wurde bei der Prüfung gespeichert. Die externe Quelle enthält die vollständige und aktuelle Version.

---
name: game-development
description: Game development orchestrator. Routes to platform-specific skills based on project needs.
when_to_use: "When building games with Unity, Godot, Unreal, Phaser, or any game engine. Routes to platform-specific sub-skills."
allowed-tools: Read, Write, Edit, Glob, Grep, Bash
version: 1.0.0
---

# 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 i
Vollständige Quelle auf GitHub lesen (öffnet externe Seite)
Kontext

Verwandte Arbeit