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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.
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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
- Repository
- github.com/Manas8114/agentic-os
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
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Advanced multi-agent orchestration with parallel workers, synthesis protocols, and coordinator lifecycle.
SkillCFreshness: C★ 1Claude Code +9 - 0.494score
batch-operations
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Apply operations across multiple files simultaneously.
SkillCFreshness: C★ 1Claude Code +9 - 0.494score
code-review-graph
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Token-efficient code review using Tree-sitter AST graphs and MCP.
SkillCFreshness: C★ 1Claude Code +9 - 0.494score
context-compression
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Manage and compress conversation context in long sessions.
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Cite this page
game-development skill. Agent Mart. https://agentmart.dev/skills/manas8114-game-development (last updated 2026-10-24)