game-development
Core game development principles applicable to all platforms. Game loop, design patterns, optimization, and AI fundamentals.
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git clone https://github.com/xenitV1/claude-code-maestro /tmp/claude-code-maestro && cp -r /tmp/claude-code-maestro/skills/game-development ~/.claude/skills/claude-code-maestro// tip: Run this command in your terminal to install the skill
SKILL.md
name: game-development description: Core game development principles applicable to all platforms. Game loop, design patterns, optimization, and AI fundamentals.
Game Development Fundamentals
Core principles for game development across all platforms. Learn to THINK, not memorize engine APIs.
1. Game Loop Principles
The Universal Pattern
Every game has:
1. INPUT → Read player actions
2. UPDATE → Process game logic (fixed timestep)
3. RENDER → Draw the frame (interpolated)
Fixed Timestep Principle
- Physics/logic updates at fixed rate (e.g., 50Hz)
- Rendering runs as fast as possible
- Interpolate between states for smooth visuals
2. Design Pattern Selection
When to Use Each Pattern
| Pattern | Use When | Example |
|---|---|---|
| State Machine | Discrete states with transitions | Player: Idle→Walk→Jump→Attack |
| Object Pooling | Frequent create/destroy | Bullets, particles, enemies |
| Observer/Events | Decoupled communication | Health→UI, Death→Audio |
| ECS | Many similar entities | Thousands of units |
| Command | Replay, undo, networking | Input recording, multiplayer |
| Behavior Tree | Complex AI decisions | Enemy AI |
Selection Principles
- Start simple (State Machine)
- Add ECS only if performance demands
- Use Events for cross-system communication
- Pool anything spawned frequently
3. Core Systems Design
Input Abstraction
Abstract input into ACTIONS, not keys:
- "jump" → Space, Gamepad A, Touch tap
- "move" → WASD, Left stick, Virtual joystick
Benefits: Multi-platform, rebindable
Collision Strategy
| Type | Best For |
|---|---|
| AABB | Rectangles, fast |
| Circle | Round objects, cheap |
| Spatial Hash | Many objects, same size |
| Quadtree | Large worlds, varying sizes |
Save System
| Platform | Storage |
|---|---|
| Web | LocalStorage, IndexedDB |
| Mobile | PlayerPrefs, FileAccess |
| PC | JSON/Binary files |
4. Performance Principles
Frame Budget (60 FPS = 16.67ms)
| System | Budget |
|---|---|
| Input | 1ms |
| Physics | 3ms |
| AI | 2ms |
| Game Logic | 4ms |
| Rendering | 5ms |
| Buffer | 1.67ms |
Optimization Priority
- Algorithm - O(n²) to O(n log n)
- Batching - Reduce draw calls
- Pooling - Avoid GC spikes
- LOD - Detail at distance
- Culling - Don't render invisible
Memory Management
- Pool frequently spawned objects
- Use sprite atlases
- Stream large assets
- Unload unused resources
5. AI Fundamentals
Selection by Complexity
| AI Type | Complexity | Use Case |
|---|---|---|
| FSM | Simple | 3-5 states, predictable |
| Behavior Tree | Medium | Modular, designer-friendly |
| GOAP | High | Emergent, planning |
| Utility AI | High | Scoring-based decisions |
Common AI Behaviors
- Patrol → Move between waypoints
- Chase → Follow player
- Attack → Engage when in range
- Flee → Escape when low health
6. Audio Principles
Audio Categories
| Category | Behavior |
|---|---|
| Music | Loop, crossfade |
| SFX | One-shot, 3D positioned |
| UI | Immediate, no 3D |
| Voice | Priority, ducking |
Best Practices
- Pool audio sources
- 3D audio for immersion
- Duck music during dialogue
- Preload frequently used sounds
7. Anti-Patterns
| ❌ Don't | ✅ Do |
|---|---|
| Update everything every frame | Use events, dirty flags |
| Create objects in hot loops | Object pooling |
| SELECT * in game logic | Cache references |
| Optimize without profiling | Profile first |
| Mix input with logic | Abstract input layer |
8. Sub-Skills Reference
Platform-specific guidance:
- PC Games → Engine selection, Steam
- Web Games → Phaser, Three.js, WebGPU
- Mobile Games → Touch, battery, stores
- Game Design → GDD, balancing
- Multiplayer → Networking patterns
- VR/AR → Immersion, comfort
- 2D Games → Sprites, tilemaps
- 3D Games → Meshes, shaders
Remember: Great games come from iteration, not perfection. Prototype fast, then polish.
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