skills/game-development/SKILL.md
Game development orchestrator. Routes by platform, dimension, and engine fit (web 2D/3D, hybrid DOM+canvas, narrative tools). Use when starting or structuring a game project, choosing frameworks, or p
npx skillsauth add ranbot-ai/awesome-skills game-developmentInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Orchestrator skill — principles plus routing to specialized sub-skills.
You are working on a game development project. This skill teaches PRINCIPLES and directs you to the right sub-skill based on context.
| If the game targets... | Use Sub-Skill |
|------------------------|---------------|
| Web browsers (HTML5, WebGL, WebGPU) | 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 |
| If the game is... | Use Sub-Skill |
|-------------------|---------------|
| 2D (sprites, tilemaps) | game-development/2d-games |
| 3D (meshes, shaders) | game-development/3d-games |
| If you need... | Use Sub-Skill |
|----------------|---------------|
| Engine / framework choice, shell vs guest, fit tiers | game-development/engine-selection |
| 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 |
INPUT → Read player actions
UPDATE → Process game logic (fixed timestep)
RENDER → Draw the frame (interpolated)
Fixed Timestep Rule:
Hybrid / UI-heavy games: the outer app may be DOM/event-driven; use a classic game loop only in canvas/WebGL viewports (or wherever simulation ticks).
| 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 | | Content-as-data | Designers ship levels/events without code | JSON/YAML packs |
Decision Rule: Start with State Machine. Add ECS only when performance demands.
Abstract input into ACTIONS, not raw keys:
"jump" → Space, Gamepad A, Touch tap
"move" → WASD, Left stick, Virtual joystick
| System | Budget | |--------|--------| | Input | 1ms | | Physics | 3ms | | AI | 2ms | | Game Logic | 4ms | | Rendering | 5ms | | Buffer | 1.67ms |
Optimization Priority: Algorithm → Batching → Pooling → LOD → Culling.
| 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 |
| Type | Best For | |------|----------| | AABB | Rectangles, fast checks | | Circle | Round objects, cheap | | Spatial Hash | Many similar-sized objects | | Quadtree | Large worlds, varying sizes |
| Don't | Do | |-------|-----| | Update everything every frame | Use events, dirty flags | | Create objects in hot loops | Object pooling | | Cache nothing | Cache references | | Optimize without profiling | Profile first | | Mix input with logic | Abstract input layer | | Pick an engine by hype | Match engine to genre + team + delivery target |
→ game-development/engine-selection → game-development/web-games → game-development/2d-games → game-development/game-design
→ game-development/engine-selection (shell vs guest) → game-development/web-games → game-development/2d-games for guests only
→ game-development/mobile-games → game-development/game-design
→ game-development/vr-ar → game-development/3d-games → game-development/multiplayer
→ game-development/engine-selection (Ink/Twine) → host UI of your choice
Remember: Great games come from iteration, not perfection. Prototype fast, then polish.
tools
Delegate coding tasks to the Grok Build CLI only when the user explicitly requests it, while the orchestrator retains review and landing responsibility.
development
--- name: graceful-shutdown description: Implement graceful shutdown for servers and workers: drain connections, finish in-flight work, release resources, and exit cleanly on SIGTERM/SIGINT. category: AI & Agents source: antigravity tags: [python, typescript, node, api, claude, ai, template, docker, kubernetes] url: https://github.com/sickn33/antigravity-awesome-skills/tree/main/skills/graceful-shutdown --- # Graceful Shutdown ## Overview A skill for implementing graceful shutdown in server
development
--- name: falsify description: The scientific thinking protocol for AI agents. Use when facing complex, ambiguous, or high-stakes questions where guessing is costly: hypothesis → attempt to break it → evidence → calibrated co category: Creative & Media source: antigravity tags: [markdown, claude, ai, agent, llm, template, design, security, rag, cro] url: https://github.com/sickn33/antigravity-awesome-skills/tree/main/skills/falsify --- # Falsify — The Scientific Thinking Protocol > Think like
tools
Configure approved delegation lanes across installed implementer CLIs, including optional model and effort choices, then write global or project config only after explicit user approval.