首页/游戏开发/game-development
G

game-development

by @sickn33v
4.3(48)

统筹游戏开发流程,并根据不同平台进行路由和适配,实现高效的游戏项目管理。

game-developmentgame-engineplatform-specific-developmentgame-designasset-managementGitHub
安装方式
npx skills add sickn33/antigravity-awesome-skills --skill game-development
compare_arrows

Before / After 效果对比

1
使用前

游戏开发项目缺乏统一的规划和管理,团队成员各自为政,导致开发进度混乱、资源分配不均、测试不足,最终产品质量不达标或延期发布。

使用后

通过应用游戏开发协调器技能,项目从概念到发布都遵循结构化的流程。明确了各阶段目标、技术选型和团队职责,确保了高效协作、严格的质量控制和按时交付高质量的游戏产品。

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 headsetsgame-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 psychologygame-development/game-design
Multiplayer, networkinggame-development/multiplayer
Visual style, asset pipeline, animationgame-development/game-art
Sound design, music, adaptive audiogame-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

PatternUse WhenExample
State Machine3-5 discrete statesPlayer: Idle→Walk→Jump
Object PoolingFrequent spawn/destroyBullets, particles
Observer/EventsCross-system communicationHealth→UI updates
ECSThousands of similar entitiesRTS units, particles
CommandUndo, replay, networkingInput recording
Behavior TreeComplex AI decisionsEnemy 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)

SystemBudget
Input1ms
Physics3ms
AI2ms
Game Logic4ms
Rendering5ms
Buffer1.67ms

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 TypeComplexityUse When
FSMSimple3-5 states, predictable behavior
Behavior TreeMediumModular, designer-friendly
GOAPHighEmergent, planning-based
Utility AIHighScoring-based decisions

6. Collision Strategy

TypeBest For
AABBRectangles, fast checks
CircleRound objects, cheap
Spatial HashMany similar-sized objects
QuadtreeLarge worlds, varying sizes

Anti-Patterns (Universal)

Don'tDo
Update everything every frameUse events, dirty flags
Create objects in hot loopsObject pooling
Cache nothingCache references
Optimize without profilingProfile first
Mix input with logicAbstract 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.

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统计数据

安装量2.5K
评分4.3 / 5.0
版本
更新日期2026年5月21日
对比案例1 组

用户评分

4.3(48)
5
23%
4
52%
3
23%
2
2%
1
0%

为此 Skill 评分

0.0

兼容平台

🔧Claude Code
🔧OpenClaw
🔧OpenCode
🔧Codex
🔧Gemini CLI
🔧GitHub Copilot
🔧Amp
🔧Kimi CLI

时间线

创建2026年3月16日
最后更新2026年5月21日