opencode/skills/game-development/SKILL.md
Game development patterns, architectures, and best practices
npx skillsauth add mbuyco/dotfiles game-developmentInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
3 of 9 scanners reported clean
Some scanners were skipped, did not run, or reported a non-clean status. Review each row below.
Patterns and practices for building games across platforms. Covers architecture, rendering, physics, AI, multiplayer, and optimization.
┌─────────────────────────────────────────────────────────────┐
│ Game Loop │
│ │
│ ┌─────────┐ ┌─────────┐ ┌─────────┐ ┌─────────┐ │
│ │ Input │ ─→ │ Update │ ─→ │ Physics │ ─→ │ Render │ │
│ │ Process │ │ Logic │ │ Step │ │ Frame │ │
│ └─────────┘ └─────────┘ └─────────┘ └─────────┘ │
│ ↑ │ │
│ └─────────────────────────────────────────────┘ │
│ Next Frame │
└─────────────────────────────────────────────────────────────┘
| Type | Use Case | Code Pattern |
|------|----------|--------------|
| Fixed | Physics, determinism | while (accumulator >= dt) { update(dt); } |
| Variable | Rendering, animations | update(deltaTime); |
| Hybrid | Most games | Fixed physics, variable render |
// Hybrid game loop
let accumulator = 0;
const FIXED_DT = 1/60;
function gameLoop(currentTime: number) {
const deltaTime = currentTime - lastTime;
accumulator += deltaTime;
// Fixed timestep for physics
while (accumulator >= FIXED_DT) {
physicsUpdate(FIXED_DT);
accumulator -= FIXED_DT;
}
// Variable timestep for rendering
const alpha = accumulator / FIXED_DT;
render(alpha); // Interpolate between states
requestAnimationFrame(gameLoop);
}
┌─────────────────────────────────────────────────────────────┐
│ ECS Architecture │
│ │
│ Entity: Just an ID │
│ ┌─────┐ ┌─────┐ ┌─────┐ │
│ │ 1 │ │ 2 │ │ 3 │ │
│ └─────┘ └─────┘ └─────┘ │
│ │
│ Components: Pure Data │
│ ┌──────────┐ ┌──────────┐ ┌──────────┐ │
│ │ Position │ │ Velocity │ │ Sprite │ │
│ │ x, y, z │ │ vx, vy │ │ texture │ │
│ └──────────┘ └──────────┘ └──────────┘ │
│ │
│ Systems: Logic │
│ ┌────────────────┐ ┌────────────────┐ │
│ │ MovementSystem │ │ RenderSystem │ │
│ │ Position+Vel │ │ Position+Sprite│ │
│ └────────────────┘ └────────────────┘ │
└─────────────────────────────────────────────────────────────┘
// Component definitions
interface Position { x: number; y: number; }
interface Velocity { vx: number; vy: number; }
interface Sprite { texture: string; width: number; height: number; }
// System
function movementSystem(entities: Entity[], dt: number) {
for (const entity of entities) {
if (entity.has(Position) && entity.has(Velocity)) {
const pos = entity.get(Position);
const vel = entity.get(Velocity);
pos.x += vel.vx * dt;
pos.y += vel.vy * dt;
}
}
}
interface Animation {
frames: string[]; // Texture names
frameDuration: number; // Seconds per frame
loop: boolean;
}
class AnimatedSprite {
private currentFrame = 0;
private elapsed = 0;
update(dt: number) {
this.elapsed += dt;
if (this.elapsed >= this.animation.frameDuration) {
this.elapsed = 0;
this.currentFrame++;
if (this.currentFrame >= this.animation.frames.length) {
this.currentFrame = this.animation.loop ? 0 : this.animation.frames.length - 1;
}
}
}
get texture(): string {
return this.animation.frames[this.currentFrame];
}
}
| Method | Complexity | Use Case | |--------|------------|----------| | AABB | O(n²) → O(n log n) | Boxes, simple shapes | | Circle | O(n²) | Projectiles, characters | | SAT | O(n²) | Complex convex polygons | | Pixel Perfect | Expensive | Precise collision |
// AABB collision
function aabbIntersect(a: AABB, b: AABB): boolean {
return a.x < b.x + b.width &&
a.x + a.width > b.x &&
a.y < b.y + b.height &&
a.y + a.height > b.y;
}
// Spatial hash for broad phase
class SpatialHash {
private cells = new Map<string, Entity[]>();
private cellSize: number;
insert(entity: Entity) {
const key = this.getKey(entity.position);
if (!this.cells.has(key)) this.cells.set(key, []);
this.cells.get(key)!.push(entity);
}
query(position: Vector2): Entity[] {
// Check neighboring cells
const nearby: Entity[] = [];
for (let dx = -1; dx <= 1; dx++) {
for (let dy = -1; dy <= 1; dy++) {
const key = this.getKey({ x: position.x + dx * this.cellSize, y: position.y + dy * this.cellSize });
nearby.push(...(this.cells.get(key) || []));
}
}
return nearby;
}
}
interface State {
enter(): void;
update(dt: number): void;
exit(): void;
}
class EnemyAI {
private states = new Map<string, State>();
private currentState: State;
transition(stateName: string) {
this.currentState?.exit();
this.currentState = this.states.get(stateName)!;
this.currentState.enter();
}
}
// Example: Patrol → Chase → Attack
class PatrolState implements State {
enter() { this.setAnimation('walk'); }
update(dt: number) {
this.patrol();
if (this.canSeePlayer()) {
this.fsm.transition('chase');
}
}
exit() {}
}
┌─────────────────────────────────────────────────────────────┐
│ Behavior Tree │
│ │
│ [Selector] │
│ / \ │
│ [Sequence] [Patrol] │
│ / \ │
│ [CanSee?] [Attack] │
│ │ │
│ [Chase] │
└─────────────────────────────────────────────────────────────┘
function aStar(start: Node, goal: Node): Node[] {
const openSet = new PriorityQueue<Node>();
const cameFrom = new Map<Node, Node>();
const gScore = new Map<Node, number>();
const fScore = new Map<Node, number>();
gScore.set(start, 0);
fScore.set(start, heuristic(start, goal));
openSet.enqueue(start, fScore.get(start)!);
while (!openSet.isEmpty()) {
const current = openSet.dequeue()!;
if (current === goal) {
return reconstructPath(cameFrom, current);
}
for (const neighbor of getNeighbors(current)) {
const tentativeG = gScore.get(current)! + distance(current, neighbor);
if (tentativeG < (gScore.get(neighbor) ?? Infinity)) {
cameFrom.set(neighbor, current);
gScore.set(neighbor, tentativeG);
fScore.set(neighbor, tentativeG + heuristic(neighbor, goal));
openSet.enqueue(neighbor, fScore.get(neighbor)!);
}
}
}
return []; // No path found
}
| Model | Latency | Complexity | Use Case | |-------|---------|------------|----------| | Peer-to-Peer | Low | Medium | Fighting games, small lobbies | | Client-Server | Medium | High | Most online games | | Authoritative Server | Higher | Highest | Competitive games |
// Client-side prediction
class NetworkedPlayer {
private pendingInputs: Input[] = [];
private serverState: PlayerState;
update(input: Input) {
// 1. Apply input locally (prediction)
this.applyInput(input);
this.pendingInputs.push(input);
// 2. Send to server
this.sendInput(input);
}
onServerUpdate(state: PlayerState, lastProcessedInput: number) {
// 3. Reconcile with server
this.serverState = state;
// 4. Re-apply unprocessed inputs
this.pendingInputs = this.pendingInputs.filter(i => i.id > lastProcessedInput);
for (const input of this.pendingInputs) {
this.applyInput(input);
}
}
}
// Delta compression
interface StateDelta {
timestamp: number;
changes: Map<EntityId, ComponentChanges>;
}
function computeDelta(prev: GameState, curr: GameState): StateDelta {
const changes = new Map();
for (const [id, entity] of curr.entities) {
const prevEntity = prev.entities.get(id);
if (!prevEntity || hasChanged(prevEntity, entity)) {
changes.set(id, getChangedComponents(prevEntity, entity));
}
}
return { timestamp: curr.timestamp, changes };
}
| Technique | Benefit | Implementation | |-----------|---------|----------------| | Batching | Reduce draw calls | Combine sprites with same texture | | Culling | Skip invisible objects | Frustum culling, occlusion culling | | LOD | Reduce polygon count | Distance-based model switching | | Instancing | Efficient duplicates | GPU instancing for repeated objects |
// Object pooling
class ObjectPool<T> {
private pool: T[] = [];
private factory: () => T;
acquire(): T {
return this.pool.pop() ?? this.factory();
}
release(obj: T) {
this.reset(obj);
this.pool.push(obj);
}
}
// Usage
const bulletPool = new ObjectPool(() => new Bullet());
function fireBullet() {
const bullet = bulletPool.acquire();
bullet.init(position, direction);
activeBullets.add(bullet);
}
function onBulletHit(bullet: Bullet) {
activeBullets.delete(bullet);
bulletPool.release(bullet);
}
| Engine | Language | Best For | Platform | Skill | |--------|----------|----------|----------|-------| | Unity | C# | Mobile, indie, VR | All | - | | Unreal | C++, Blueprint | AAA, realistic | PC, Console | - | | Godot | GDScript, C# | Indie, 2D | All | - | | Flame | Dart | Flutter 2D, casual | All | flame/ | | Phaser | JavaScript | Web 2D | Browser | - | | Three.js | JavaScript | Web 3D | Browser | - | | Bevy | Rust | Performance | Desktop | - | | LÖVE | Lua | Simple 2D | Desktop | - |
專為 Flutter 開發者設計的 2D 遊戲引擎,詳細文件請參考 flame/SKILL.md:
development
# SKILL.md ## Name VimReaper ## Description VimReaper is a dead‑code cleanup skill that systematically scans a codebase to identify and safely remove unused code—dead functions, unreachable blocks, obsolete variables, redundant imports, and leftover comments—while preserving the intended logic and test suite. As its name suggests, VimReaper wields the **vim editor** as its primary scalpel: code removal is performed using vim’s precise ex commands, search patterns, and scripted editing modes, m
development
Test-driven development with red-green-refactor loop. Use when user wants to build features or fix bugs using TDD, mentions "red-green-refactor", wants integration tests, or asks for test-first development.
development
Find deepening opportunities in a codebase, informed by the domain language in CONTEXT.md and the decisions in docs/adr/. Use when the user wants to improve architecture, find refactoring opportunities, consolidate tightly-coupled modules, or make a codebase more testable and AI-navigable.
testing
Interview the user relentlessly about a plan or design until reaching shared understanding, resolving each branch of the decision tree. Use when user wants to stress-test a plan, get grilled on their design, or mentions "grill me".