Skill detail
router
Game-development engineering router.
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SKILL.md
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--- name: router description: > Routes any game-development request to the right specialized skill(s): it detects the engine (Godot, Unity, Unreal, Bevy, Phaser, PixiJS, three.js, LÖVE, pygame, Roblox) and the task, then reads the chosen skill before acting. Use to make a game or to decide which skill applies — for players, levels, enemies, shaders, art direction, sprites, tiles, textures, 3D assets, UI/UX, cameras, game feel, physics, input, audio, saving, multiplayer, AI, dialogue, procedural generation, or performance, for genres (platformer, roguelike, RPG, FPS, tower-defense, card game, visual novel, survival-crafting, puzzle), and for shipping (game jam, Steam, itch). Start here when unsure which gamedev skill to use. --- # Master Router — Game-Development Skill Dispatcher The entry point for game-development work. It fingerprints the project to pick **one** engine, classifies the task from the request, names the **minimal** set of specialized skills, and tells you to read them before acting. It **dispatches and composes** — it does not re-teach engine APIs. ## When to use - Use at the **start of any game-development request** — building or debugging a game, level, player, enemy, shader, UI, save system, multiplayer, input, audio, AI, dialogue, procedural content, or visual asset set — to decide which skill(s) to load. - Use when the user names an engine or genre, says "make a game", or asks "which skill should I use?". **When *not* to use:** once the right skill is loaded and the task is squarely inside it, work from that skill — don't re-run the router every turn. Re-route only when the task **pivots** to a new engine or concern (router step 6). ## Routing algorithm 1. **Detect engine and version** — project fingerprint → at most one engine skill set (or "unknown"), then read the project's version source. §1. 2. **Classify task** — phrasing → discipline(s) + at most one genre + workflow(s). §2. 3. **Resolve** — the minimal set: engine skill(s) + discipline(s) + genre + workflow(s). §3. 4. **Read (disclosure)** — open only the chosen `SKILL.md` bodies; `references/` only on demand. §4. 5. **Compose** — order: engine fundamentals → discipline concept → genre glue → workflow. §5. 6. **Fallback** — engine unknown or no skill fits → ask or default to Godot; state any gap. §6. --- ## 1. Engine detection (project fingerprint) Scan for the highest-confidence signal; **choose exactly one** engine. Stop at the first match. | # | Engine | Primary signal | Skill set root | |:-:|--------|----------------|----------------| | 1 | Godot | `project.godot` | `skills/godot/` | | 2 | Unreal | `*.uproject` | `skills/unreal/` | | 3 | Unity | `Assets/` **and** `ProjectSettings/ProjectVersion.txt` | `skills/unity/` | | 4 | Bevy | `Cargo.toml` with a `bevy` dependency | `skills/other-engines/bevy-ecs/` | | 5 | Phaser | `package.json` dep `phaser` | `skills/web-engines/phaser-*` | | 6 | PixiJS | `package.json` dep `pixi.js` | `skills/web-engines/pixijs-rendering/` | | 7 | three.js | `package.json` dep `three` | `skills/web-engines/threejs-*` | | 8 | LÖVE | `conf.lua` / `main.lua` calling `love.*` | `skills/other-engines/love2d-core/` | | 9 | pygame | `*.py` with `import pygame` | `skills/other-engines/pygame-core/` | | 10 | Roblox | `*.rbxl(x)` / `*.project.json` (Rojo) | `skills/other-engines/roblox-*` | For secondary signals, the Godot-C#/Unity/Bevy and multi-web disambiguation rules, monorepos, and plain-text engine mentions, read `references/engine-detection.md`. After identifying the engine, read its version from project metadata or dependency locks before choosing APIs. Existing projects keep their pinned version unless migration is requested; the catalog baseline is only for new projects. The exact version sources are in the detection reference and `../docs/VERSION-SUPPORT.md`. ## 2. Task classification (phrasing → category) After the engine, read the request for task signals (three **additive**Read the full source on GitHub (opens external page)