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game-development

Game development patterns, architectures, and best practices

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git clone https://github.com/miles990/claude-software-skills /tmp/claude-software-skills && cp -r /tmp/claude-software-skills/domain-applications/game-development ~/.claude/skills/claude-software-skills

// tip: Run this command in your terminal to install the skill


name: game-development description: Game development patterns, architectures, and best practices domain: domain-applications version: 1.0.0 tags: [game, unity, unreal, godot, ecs, physics, multiplayer, ai] triggers: keywords: primary: [game, game development, unity, unreal, godot, ecs, game loop] secondary: [sprite, collision, physics, multiplayer, pathfinding, ai, behavior tree] context_boost: [2d, 3d, animation, rendering, engine] context_penalty: [web, api, database, backend] priority: medium

Game Development

Overview

Patterns and practices for building games across platforms. Covers architecture, rendering, physics, AI, multiplayer, and optimization.


Game Architecture

Game Loop

β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”
β”‚                      Game Loop                              β”‚
β”‚                                                             β”‚
β”‚   β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”    β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”    β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”    β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”‚
β”‚   β”‚  Input  β”‚ ─→ β”‚ Update  β”‚ ─→ β”‚ Physics β”‚ ─→ β”‚ Render  β”‚ β”‚
β”‚   β”‚ Process β”‚    β”‚  Logic  β”‚    β”‚  Step   β”‚    β”‚  Frame  β”‚ β”‚
β”‚   β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜    β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜    β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜    β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜ β”‚
β”‚        ↑                                             β”‚      β”‚
β”‚        β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜      β”‚
β”‚                        Next Frame                           β”‚
β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜

Fixed vs Variable Timestep

TypeUse CaseCode Pattern
FixedPhysics, determinismwhile (accumulator >= dt) { update(dt); }
VariableRendering, animationsupdate(deltaTime);
HybridMost gamesFixed 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);
}

Entity Component System (ECS)

β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”
β”‚                    ECS Architecture                         β”‚
β”‚                                                             β”‚
β”‚  Entity: Just an ID                                         β”‚
β”‚  β”Œβ”€β”€β”€β”€β”€β”  β”Œβ”€β”€β”€β”€β”€β”  β”Œβ”€β”€β”€β”€β”€β”                                 β”‚
β”‚  β”‚  1  β”‚  β”‚  2  β”‚  β”‚  3  β”‚                                 β”‚
β”‚  β””β”€β”€β”€β”€β”€β”˜  β””β”€β”€β”€β”€β”€β”˜  β””β”€β”€β”€β”€β”€β”˜                                 β”‚
β”‚                                                             β”‚
β”‚  Components: Pure Data                                      β”‚
β”‚  β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”  β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”  β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”                  β”‚
β”‚  β”‚ Position β”‚  β”‚ Velocity β”‚  β”‚  Sprite  β”‚                  β”‚
β”‚  β”‚ x, y, z  β”‚  β”‚ vx, vy   β”‚  β”‚ texture  β”‚                  β”‚
β”‚  β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜  β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜  β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜                  β”‚
β”‚                                                             β”‚
β”‚  Systems: Logic                                             β”‚
β”‚  β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”  β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”                    β”‚
β”‚  β”‚ MovementSystem β”‚  β”‚ RenderSystem   β”‚                    β”‚
β”‚  β”‚ Position+Vel   β”‚  β”‚ Position+Spriteβ”‚                    β”‚
β”‚  β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜  β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜                    β”‚
β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜
// 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;
    }
  }
}

2D Game Development

Sprite Animation

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];
  }
}

Collision Detection

MethodComplexityUse Case
AABBO(nΒ²) β†’ O(n log n)Boxes, simple shapes
CircleO(nΒ²)Projectiles, characters
SATO(nΒ²)Complex convex polygons
Pixel PerfectExpensivePrecise 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;
  }
}

Game AI

Finite State Machine

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 β†’ Chase β†’ Attack
class PatrolState implements State {
  enter() { this.setAnimation('walk'); }
  update(dt: number) {
    this.patrol();
    if (this.canSeePlayer()) {
      this.fsm.transition('chase');
    }
  }
  exit() {}
}

Behavior Trees

β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”
β”‚                    Behavior Tree                            β”‚
β”‚                                                             β”‚
β”‚                      [Selector]                             β”‚
β”‚                     /          \                            β”‚
β”‚              [Sequence]      [Patrol]                       β”‚
β”‚              /        \                                     β”‚
β”‚        [CanSee?]    [Attack]                               β”‚
β”‚            β”‚                                                β”‚
β”‚         [Chase]                                             β”‚
β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜

Pathfinding (A*)

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
}

Multiplayer Games

Network Architecture

ModelLatencyComplexityUse Case
Peer-to-PeerLowMediumFighting games, small lobbies
Client-ServerMediumHighMost online games
Authoritative ServerHigherHighestCompetitive games

Lag Compensation

// 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);
    }
  }
}

State Synchronization

// 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 };
}

Game Optimization

Rendering Optimization

TechniqueBenefitImplementation
BatchingReduce draw callsCombine sprites with same texture
CullingSkip invisible objectsFrustum culling, occlusion culling
LODReduce polygon countDistance-based model switching
InstancingEfficient duplicatesGPU instancing for repeated objects

Memory Optimization

// 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);
}

Game Engines Reference

EngineLanguageBest ForPlatform
UnityC#Mobile, indie, VRAll
UnrealC++, BlueprintAAA, realisticPC, Console
GodotGDScript, C#Indie, 2DAll
PhaserJavaScriptWeb 2DBrowser
Three.jsJavaScriptWeb 3DBrowser
BevyRustPerformanceDesktop
LΓ–VELuaSimple 2DDesktop

Related Skills

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  • [[cpp]] - Performance-critical code
  • [[javascript-typescript]] - Web games