Skip to content
Agentmart
Submit a tool
This entry duplicates game-development, which is the one we list in search.

game-development

Game development orchestrator.

Skill by Manas8114

IndexedMIT★ 1
Write a review

Install

Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.

npx agentmarket install skill/manas8114-game-development

Asks which of your tools to add it to (Claude Code, Codex, Cursor, VS Code, Windsurf, Gemini CLI, Claude Desktop) and shows the change first. See https://agentmart.dev/cli.

Get the weekly diff

The weekly diff: one email a week with new agent tools, notable updates and grade changes, plus security alerts for tools you follow. Double opt-in, one-click unsubscribe.

We use your email only for this newsletter. Privacy

About

Game development orchestrator. Routes to platform-specific skills based on project needs.

No reviews yet. Installed it? Reviews come from verified installers only. How reviews work

Permissions: not checked yet.

What's inside

Skill name
game-development
Description
Game development orchestrator. Routes to platform-specific skills based on project needs.
License
MIT
Allowed tools
Read,, Write,, Edit,, Glob,, Grep,, Bash
Instructions
163 lines in SKILL.md · view on GitHub

Before installing

  • Pre-approves any shell command

Files (11)

  • SKILL.md · 2d-games/
  • SKILL.md · 3d-games/
  • SKILL.md
  • SKILL.md · game-art/
  • SKILL.md · game-audio/
  • SKILL.md · game-design/
  • SKILL.md · mobile-games/
  • SKILL.md · multiplayer/
  • SKILL.md · pc-games/
  • SKILL.md · vr-ar/
  • SKILL.md · web-games/

SKILL.md (first lines)

# 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 |

---

From Manas8114/agentic-os, MIT.

Signals

Stars
1
Forks
0
Open issues
0
Last commit (this folder)
Jun 13, 2026 (4 months ago)

From GitHub (fetched Oct 24, 2026).

Details

License
MIT
First seen
Oct 24, 2026
Last checked
Oct 24, 2026

Same skill elsewhere

Copies of this SKILL.md published by others; search shows only one of them.

More from Manas8114

Cite this page

game-development skill. Agent Mart. https://agentmart.dev/skills/manas8114-game-development (last updated 2026-10-24)